While focused on a number of titles, Persona has come to be known for producing high quality King of Fighters XIII combo videos. In the past, they’ve dedicated such videos to a large portion of game’s roster and always push the limits of the character in question, typically resulting in plenty of touch of death combos.
Today, for the first time, Persona has turned their attention to Persona 4 Arena Ultimax to give villain Tohru Adachi the same treatment that so many other fighters have received in the past.
In the video below, you’ll see a collection of high damage combos for the Ultimax antagonist that vary wildly in terms of practicality, but the damage output is definitely hard to ignore, as most of them result in a kill.
Mortal Kombat X’s listing on Xbox Live was recently updated with some rather incredible art of the game’s very first skin bundle, the Samurai Pack.
The package will include costumes for Kitana, Shinnok, and Kenshi based on feudal Japan. At this point in time, however, it doesn’t appear as if it will be made available outside of the Premium Edition bundle, which runs $80.99.
Additionally, the developers themselves revealed during today’s broadcast that they will be including a special Scorpion skin in Mortal Kombat X based off a piece of fan art.
Last September, NetherRealm Studios launched the Kombat Kollective, an outlet for fans of the Mortal Kombat series to show off their artistic prowess to other like-minded individuals. The site has collected (kollected?) a huge amount of uploads since it went live six months ago including original visual art that ranges from cartoony concepts to comics to cosplay, as well as some fun original music tracks.
While an amazing resource for fans of the Motal Kombat universe, the inclusion of fear-sAs’ Scorpion skin is perhaps the most exciting thing to come out of the Kollective so far. The costume, which has been dubbed Kold War Scorpion, shares much in common with the Red Son skins from Injustice: Gods Among Us.
No in-game footage of the skin has been released yet, nor have any details surrounding how we can go about getting our hands on it for ourselves, but we do have a video from fear-sAs that shows the process that went into creating this soon-to-be alternate costume.
Alpharad isn’t exactly proud of his abilities with Rosalina & Luma, so in his latest How to Play video, he’s joined by ZeRo, who is widely regarded as the best Super Smash Bros for Wii U player in the world. Even though our regular host isn’t manning the controller, we still get to see the galactic protector dish out some serious pain alongside the same sort of text-based humor this series has come to be known for.
Since some of Rosalina’s attacks send Luma flying across a huge distance before connecting, a handful of the reads that you’re about to witness may be some of the most ridiculous we’ve seen so far.
Projectiles in any fighting game can be frustrating, especially to newer players who may not yet understand how to apply tools designed to deal with them. Long-range attacks in the Super Smash Bros. series have always been a little bit different due to the fact that there are not only traditional fireballs like Mario’s, but also items like Peach’s turnip and Link’s bomb, both of which act in a very different manner.
In the video below, My Smash Corner discusses the various methods of combating this sort of playstyle. These tips range from how to go about effectively snagging certain items out of the sky and using them to your own advantage to properly applying power shielding.
If projectile spam has been getting you down, this video will help you get back in your opponent’s face.
There are few things more frustrating than fighting against an exceptional zoner and lacking the knowledge to avoid damage while still getting in range to land a hit of your own. Whether they make optimal use of well-placed normals or stick purely to the fireball approach, this situation can sour even the most casual session. With that in mind, it’s important to know how to deal with the plasma once it starts flying.
Most characters have a handful of options when it comes to dealing with projectiles, but Sakura may have the most, due simply to the amount of attacks she has with long periods of invulnerability as well as the angles of approach that she can take. In the video below, shano explores all of the fighter’s options for turning fireballs into huge damage opportunities.
Many of these options will be obvious to more experienced players, but shano has included some things, like a full screen kara-canceled EX Tatsu, that may not be part of everyone’s current game plan. New Sakura players should definitely check it out.
It seems that defensive wake up option selects involving throws are the talk of the town at the moment, so with this in mind, freeno0b put together a quick video showing off how Cody players can apply this strategy to their own game.
As you can see by checking out the input display in the video, the concept is pretty simple: just perform an EX Criminal Upper with an additional short input and you’re good to go. This option select will defend against throws and will toss out an EX Criminal Upper under all other circumstances.
This means that it’s not an answer for every situation, as an opponent who decides to respect Cody’s wakeup and block will be served up a free punish. It also loses to moves with extensive invulnerability frames, but hey, one option select can’t cover everything.
Conditioning opponents and making reads are two things integral to playing any fighting game at a high level. When it comes to Super Smash Bros. for Wii U, the importance of these concepts cannot be stressed enough, as most of the gameplay, even down to performing simple combos, involves making a series of correct predictions.
In the footage below, DireOnFire offers up a handful of useful tips to help newer players get the hang of putting basic reads to use. Many of these apply across all stages and characters, but he does use an example involving Mega Man’s down smash paired with a spot dodge to demonstrate how conditioning correctly can play a big part in securing victory.
While all of the information in the video is good, the closing words that DireOnFire leaves viewers to ponder really stand out. He stresses the importance of trying new things in fighting games in order to improve, especially when training with friends. Take risks. Work on that combo that you always drop when the heat is on. Work on spacing moves that only sometimes come up as useful. Try that edge guard that you always mess up. The important thing when playing with friends isn’t always winning and the better you get, the better they’ll have to get in turn to keep up.
It’s been a little while since we saw any combo videos involving Ultra Street Fighter IV’s Omega Mode, but thanks to Elite Tournament Chile’s Mcfly we’ve now got some new footage to give us ideas for the next time we sit down for a set in the unique remix mode.
Below, you’ll find the Akuma-centric video, which offers plenty of options to follow his modified aerial EX Hadouken, corner loops, and a handful of juggles only possible with this version of the character. There’s a ton of extra damage to be had, especially when taking advantage of the ability to juggle right into a Raging Demon.
The combos are useful insofar as any Omega combo is useful, but they’re absolutely worth picking up if you enjoy this version of the game.
The Super Best Friends are back with yet another episode of Saturday Morning Scrublords. This week, the guys break out Fatal Fury: Wild Ambition, the 3D entry to SNK’s classic series that hit arcades, as well as both Japanese and American PlayStation consoles, way back in 1999.
To get things started, the team lets both the opening and arcade intro cinematics play through to completion to really set the mood. There’s something about the look on Terry’s face when his dying father places his Fatal Fury cap on his head that just brings out the fighting spirit in everyone. And, appropriately, after the cinematics have run their course, the crew hits up versus mode.
As with all of the Scrublords videos, get ready for some NSFW language, because saving South Town is serious business.
GroundedSF has another reel of Cody technology lined up today in the fourth installment of their Notes from the Big House series. This particular video explains the intricacies of negative edging with regard to the pinstriped pugilist, as well as a handful of other minor things of note.
Since releasing any punch button after having held it for a brief period causes Cody to throw a Zonk Knuckle, it can be difficult to have one waiting in the wings when you need to actually perform a combo using the held button for something like a Criminal Upper. Luckily, there are input longcuts–don’t get to say that much outside of King of Fighters–that can make the release of the held button throw the desired special instead of an errant Zonk.
In addition, GroundedSF dedicates the next segment of the video to the inconsistent nature of Cody’s forward throw. Something about being in, or even near, the corner causes the fighter to toss his opponents at different distances than if he were to perform the same throw in the middle of the screen. This makes for some interesting situations surrounding any okizeme setups that Cody players apply after such a throw.
It then closes out by demonstrating all of the FADC pass through glitches that directly affect Cody. These don’t come up all that often, but they’re worth keeping in mind in case an opponent decides to fight dirty, or in the event that simply scooping up a knife from the pavement isn’t quite underhanded enough for your Cody.