Alpharad Fights for His Friends in Super Smash Bros. for Wii U

Alpharad is back with another episode of his Super Smash Bros. for Wii U How to Play series, this time turning the spotlight on Ike.

To officially kick things off, Alpharad, as usual, styles on a Little Mac player, but this time it’s a bit different. Usually, the to-be-featured Mac at least poses enough of a threat to warrant throwing up a shield as he’s barreling across the stage. Not this time. No, Alpharad just stands perfectly still and let’s the pink hoodie-wearing boxer do himself in with a complete whiff that sends him sailing over the side of the stage to a first stock loss in under ten seconds.

Then the actual Ike play gets going, and there’s lots to see. With the massive hitboxes on some of his animations, the ability to hold his neutral B for as long as he can, and the fact that he has a counter make for some great plays that live up to the How to Play name. And, as usual, you can expect plenty of Alpharad’s text-based humor to pop up as well.

Source: Alpharad

Alpharad Fights for His Friends in Super Smash Bros. for Wii U

Alpharad is back with another episode of his Super Smash Bros. for Wii U How to Play series, this time turning the spotlight on Ike.

To officially kick things off, Alpharad, as usual, styles on a Little Mac player, but this time it’s a bit different. Usually, the to-be-featured Mac at least poses enough of a threat to warrant throwing up a shield as he’s barreling across the stage. Not this time. No, Alpharad just stands perfectly still and let’s the pink hoodie-wearing boxer do himself in with a complete whiff that sends him sailing over the side of the stage to a first stock loss in under ten seconds.

Then the actual Ike play gets going, and there’s lots to see. With the massive hitboxes on some of his animations, the ability to hold his neutral B for as long as he can, and the fact that he has a counter make for some great plays that live up to the How to Play name. And, as usual, you can expect plenty of Alpharad’s text-based humor to pop up as well.

Source: Alpharad

Relive MCZ|Daigo Umehara’s Impressive Run Through Stunfest 2015’s Ultra Street Fighter IV Finals

This was a big weekend for fighting game fans. In addition to Chicago’s inaugural Combo Breaker tournament, the folks at 3 Hit Combo brought viewers another iteration of Stunfest from France.

Stunfest 2015 drew out plenty of big Street Fighter names thank to its status as a Capcom Pro Tour premier event. While the grand finals would come down to Mad Catz’ Daigo Umehara and Momochi of Evil Geniuses, it was Infiltration (representing r/Kappa) who walked away with the Capcom Cup invite due to their previous qualifying through other means.

Below, you’ll find replays for each Ultra Street Fighter IV finals match. Be sure to give the last video in particular a watch, as it’s not only an excellent display of both competitors playing at the absolute top of their game, but also the culmination of an amazing losers bracket run by Umehara.

More footage from the event can be found here courtesy of Capcom Fighters, and full results for this and other games at Stunfest 2015 have been archived in our coverage hub.

Source: Capcom Fighters

EG|Justin Wong, CCG|Air, TS|Lord Knight, and More Take Part in Texas Showdown 2015’s Ultra Fight Night Exhibitions

Earlier this month, Texas hosted their now fourteen-year-old tournament series, Texas Showdown. Aside from the tournament proper, this year’s event held a special series of exhibition matches, dubbed Ultra Fight Night, which included matches between the local talent and a handful of the top players within their respective games. Some of the big names included Evil Geniuses’ Justin Wong, Canada Cup Gaming’s Air, Jan, and Team Spooky’s Lord Knight.

If you missed out on these matches, PandaxGaming recently started uploading these sets, including matches from Ultra Street Fighter IV and Guilty Gear Xrd -SIGN-. We’ve embedded a handful of these below for your viewing pleasure, so be sure to check them out if you missed the live broadcast.

The full playlist can be found here. Full results from Texas Showdown can be found in our coverage hub.

Source: PandaxGaming

Human Reaction Times and Fighting Games, or Why Blocking Isn’t Always Easy

ki-xb1-sabrewulf-622-crop

Frame data matters to some extent in every competitive game. Many of these games, however, lack a static framerate against which to compare these numbers, so any gathered frame values are, at best, a rough estimate of the times that players can expect before the attack in question connects with their character.

Since fighting games do run at a static 60 frames-per-second, we are able to discern the exact fraction of a second that we have to react to any given attack. Infil, on their blog dedicated to helping Street Fighter players transition to Killer Instinct, recently put up an excellent post discussing how human reaction time ties into the latter in particular. Through some simple math, they were able to discern that the average human reaction time of about 265 milliseconds equates to roughly 16 frames in a 60fps game. If you’d like to test your own reaction time to see how you compare to the rest of humanity, you can do so by following this link.

This average reaction time means that any attack with a startup time above 16 frames should afford enough of a gap for a reasonable reaction—blocking, in particular. But Infil makes it a point to note that this reaction speed relies upon a single input from an expected source, like clicking when the screen turns green or, in fighting game terms, blocking an overhead. As soon as other stimuli begin piling onto this single source—lows, throws, potential unblockables that require an entirely different form of defense—things get a lot hairier.

With this in mind, here’s a more FGC-friendly (and I use the word “friendly” quite loosely) reaction speed benchmarking tool designed by Teyah and posted to the Dustloop forums back in January of 2011. Instead of providing a simple red-to-green shift—as offered in the test linked above—to denote when one should press an appropriate button, users of this application are tasked with blocking Millia Rage’s overhead options. That’s all. However, these animations push human reaction times to the absolute limit, thanks to their sheer speed. Don’t flinch when she goes for a low, either, as pressing anything against a low will also count as a hit for Millia. It also counts what Teyah appropriately calls “yomi blocking” as a fault, so you have to actually be reacting to Millia’s animations, not simply guessing.

It’s hard. It’s genuinely hard. Try it for yourself.

In USFIV, Ibuki's overhead has 25 start-up frames.

In Ultra Street Fighter IV, Ibuki’s overhead has 25 startup frames.

These tight reaction times and the number of actual reactions possible is why, in a game like Ultra Street Fighter IV, we occasionally see players not use an overhead for an entire set, and then throw it out after a long string of hits to secure a stun in the final round to take the tournament. The overhead wasn’t even on the radar for the opponent that found themselves on its receiving end, so it hit.

With regards to Killer Instinct in particular, Infil cites various bits of frame data for comparison against the average human reaction time, and there are plenty of things to choose from. From the grab bag of potential examples, they pulled Sabrewulf’s Jumping Slash overhead because, “you execute the move out of a running attack, which also has a low option (Hamstring).” So immediately, a defender has two sources (high and low) to potentially block on reaction. Infil goes on to state that “Jumping Slash has 15 frames of startup, which is already on the low side of the reaction limit, but it also doesn’t have a particularly obvious visual tell until the move is almost ready to hit you. This means Jumping Slash is designed to be mostly unreactable to the average gamer.” In other words, defenders have to read their opponents and predict which option they’ll take and block appropriately before the attack even begins.
These same sort of tight reaction windows occur within the game’s combo-breaking system as well, with light auto-doubles allowing only 14-15 frames to react and manuals offering as few as 5 frames.

This got me thinking about Mortal Kombat X—as plenty of things do at the moment—and the way that 50/50 okizeme dominates the current playing field. This is one of the reasons that a character’s strength (or lack thereof) is so heavily influenced by their ability (or inability) to execute fast overhead and low-hitting attacks that convert into combos.

[The frame data used below is taken from the current PC build of Mortal Kombat X; these numbers may have shifted slightly in either direction due to corrections or slight changes implemented in the most recent console patch.]

Kung Jin's 18 frame overhead

Kung Jin’s 18-frame overhead in Mortal Kombat X

There are certain characters—Bojutsu Kung Jin is an excellent example—who can easily dish out over 30% damage from landing a low or an overhead. Here are the startup times for two of his openers:

  • Back+1 (low) has a 12-frame startup
  • Forward+2 (overhead) has an 18-frame startup

Much like Sabrewulf’s Jumping Slash, these attacks are awfully close to the 16 frames of average reaction time. Add in the threat of a throw and those defending are better off spending meter in order to escape pressure through an armored attack than actually try to block, unless their opponent seems to always go for the same okizeme option.

The takeaway here is that we’ve all probably got faster-then-normal reaction times by now, but we can’t react to everything. This drives home the importance of a varied approach to the offensive side of whatever fighting game you prefer. Don’t always go for a low. Don’t always throw. Be sure to mixup your approach, but also know when to keep some of your options out of the opponent’s mind—like the overhead in the Ultra Street Fighter IV example above—to throw out when they least expect them. And if you get hit with the occasional mixup, don’t get discouraged; we’re all only human.

And don’t forget to head over to Infil’s blog to check out their full post regarding Killer Instinct and reaction times. It’s a great read.

Sources: Infil, Dustloop Forums

Pick Up Some Useful Mobility Options in Super Smash Bros. for Wii U

Super Smash Bros. for Wii U is all about using superior mobility and spacing to put your opponent in bad situations. Naturally, players who are able to get their character to exactly where they want when they want will have a marked advantage over those who spend most of the match spamming dash attacks.

With that in mind, two specific techniques, which have been dubbed wavebouncing and B-reversing, will help achieve ideal spacing in a couple of different ways. While not new to the game, they are rather difficult to perform without a clear understanding of exactly how to go about executing them reliably. In the video below, My Smash Corner covers everything you’ll need to know in order to start pulling these maneuvers off yourself.

Source: My Smash Corner

Mortal Kombat X Brazil Costume Pack Announced, Kold War Skins Available Now

It’s a big day for Mortal Kombat X fans looking to deck their characters out in only the finest of digital duds before taking to Outworld to break some skulls. Destructoid reported earlier today that players can expect to see a Brazil-themed costume pack–yes, you read that correctly–hitting digital shelves at some point in the future. While we don’t have any exact details on the price point or release date, we do know that they look, well, just check them out for yourselves:

MKX Brazil

But that isn’t the only costume-related news for the newest NetherRealm Studios offering. Chances are you’ve seen Scorpion’s Kold War skin at some point or another while facing off against foes in online battles–you may even have grabbed it for yourself as a GameStop exclusive when the title hit the shelves. But as of today, the Shirai Ryu’s kunai-toting ninja isn’t the only member of the cast with an outfit that would make Zangief proud, as Sub-Zero, Sonya and Kano join the party.

In spite of the delays that the most recent patch has seen with regard to coming to systems other than the PlayStation 4, you can currently pick up this downloadable content on your console (or PC) of choice for $3.99 by following the appropriate links below. Be sure to check out the release trailer for the skins as well.

Sources: Moral Kombat, Ed Boon via Destructoid

The Super Best Friends Bring Out a Pair of Obscure 90s Fighters for Friday Night Fisticuffs

The Super Best Friends are back with more fighting game action in their most recent episode of Friday Night Fisticuffs. In the video, the crew take on two old school arcade titles from the early 90s that never made their way to home consoles.

First, the guys compete in the Mitchell Corporation’s Karate Tournament. In spite of how this game may look, it actually released in December of 1992, which makes it over a full year younger than the first iteration of Street Fighter II. At that point in time, fighting games were still in their infancy, so there weren’t really any set rules to play by, so what’d the Mitchell Corp. do? They decided that fighting game players didn’t need fancy health bars and Hadoukens to enjoy slugging it out with one another. What fighting game players needed was an accurate representation of a karate tournament (the game’s name is really quite appropriate) as they actually happen in the real world with an accurate scoring system, and that’s exactly what they gave arcade goers.

As fate would have it, Karate Tournament wasn’t the only arcade-based fighting title to release that month. Sega’s Holloseum also made its way to arcades around the same time, and the guys get their hands on it for the second half of the video. There’s not much to this game; it’s got four fighters, no stages (seriously, there aren’t stages), and incredibly limited movement options. It’s perhaps best compared to a set of rock ’em sock ’em robots, but without the weird zip-line head removal. It’s also got a sort of “how to play” that comes from the poorly animated mouth of, oddly enough, a disembodied head just before the game starts. What a way to set the mood.

If you’re into old school coin-op games, or just want to check out some lesser-known fighting titles, be sure to give this video a look.

Source: The Sw1tcher via Super Best Friends Play

ShoryuSengan Burns Up the Stage in Olympic Gaming’s Latest Ultra Street Fighter IV Spotlight

Olympic Gaming is back with another Ultra Street Fighter IV player spotlight, this time highlighting London’s Abe “UM|ShoryuSengan” Jarman. Chances are you’ve heard of this player before, perhaps thanks to his extensive tutorial videos or success within the tournament scene, which includes a seventh place finish in Ultra Street Fighter IV at Scotland’s Hypespotting event earlier this year.

But even if you haven’t heard the name ShoryuSengan, his handling of Ken speaks for itself. In the video below, you’ll see the competitor take on some of the top ranked online warriors out there, but you’ll likely notice that their names have been removed. Viewers expressed concern for this in the video’s comment section, and ShoryuSengan had this to say: “I asked OG if he could blank them out because I didn’t ask the people I beat if I could use the replay and out of respect to them.”

A classy move, and it certainly doesn’t take away from the level of skill that you’re about to witness.

Source: Olympic Gaming

Alpharad Takes a Trip to Dreamland in Super Smash Bros. for Wii U

If you’re familiar with Alpharad’s How to Play 101 videos, you can probably take a guess at how he handles a character like King Dedede. With one of the best kits for utter disrespect of his opponents, it’s honestly surprising that it took this long for Alpharad to get his hands on the villainous penguin (he is a penguin, right?)

Alpha gets the video rolling by throwing a helpless Little Mac player over the side of the stage, then using Dedede’s neutral special to suck him in and spit him back over the side because, well, why not? Of course, there are plenty more situations just like that, but Alpharad makes sure to include a full display of the destructive power of all of the Dreamland dictator’s special attacks, all while baiting and generally outplaying the masses of For Glory players that he faces. Be sure not to miss the double stage spike thanks to prime Gordo placement.

Source: Alpharad