Fantasy Strike: Early Hands-On Impressions of The Alpha Build at PlayStation Experience 2016

Last month, a new fighting game titled Fantasy Strike was revealed to the world. Being made by ex-Street Fighter developer/competitor David Sirlin and his team at Sirlin Games, this title has its sights set on both casual and competitive players alike. With extremely simplified controls and a low execution barrier for new players, while maintaining the strategy and depth found in classic and modern fighters for veterans, Fantasy Strike has something for everyone.

I recently got the chance to try out the alpha build of Fantasy Strike with Sirlin and his team at their booth at the PlayStation Experience inside the Anaheim Convention Center during the first weekend of December. I played between 60-70 sets with the Fantasy Strike team and PSX attendees in a three-hour timespan; during that time, I was able to get a good feel for the controls, core mechanics, and overall fun factor of the game in its early state so far.

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Controls and Core Mechanics
Although I understand Fantasy Strike is still early in development, visually the game looks rather basic and bland. While the title does run at a steady 60 frames per second and sports a myriad of colors with a certain lighthearted brightness to it, the characters and stages the team had available were lacking in finer details, as well as smoother animations when performing normal actions and specials. I’m sure that will all be remedied and more polished once the final product is out on PlayStation 4, PC and Mac. Also, when it comes to sound effects and music in this build, there is still a long way to go in that department–but what was in the game was fine enough at this stage in this development. What really matters is how it controlled and played so far.

Controls are simple enough: X is your jump button, which is usually not the norm for 2D fighters–they’re more common in platform brawlers, like Super Smash Bros. Melee for example. Square is your regular attack button with neutral, left and right motions being pressed along with it to do different attacks, as well as to throw when up close (more on that later). Triangle and circle buttons are for your special attacks. No input motions are necessary to execute them, and pressing both of them at the same time activates your character’s super move both on the ground and in the air. Movement on the D-pad is relegated to just walking left and right, and controlling your jump arc when you use the jump button. There is no crouching in this game, as well as no dashes or runs. Every character has different walk speeds, so that makes up for the lack of extra universal movement options, since the main goal of this game is to make it very simple for anyone to pick up and play right off the bat.

It did take some getting used to the jump button, even though I have played Melee to death on a casual level since its release. Since this game seems to be heavily influenced by the Street Fighter series which I’ve been playing since SFII, having a jump button felt foreign to me the first few sets. After roughly 10 sets in though, it started to feel natural and having a control scheme this easy to use, I was able to move around freely and play some solid neutral on the ground while not having to worry about messing up motion inputs that could cost me critical rounds to close out sets. It felt refreshing to not have that added stress of executing hard combos and specials, and instead focus on more important aspects of the match such as spacing, offense, defense, and mind games between the opponent and myself.

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Along with the easy-to-use controls and low execution barrier, the mechanics of FS are not only just as simple to grasp and understand at a basic level, it adds some unexpected depth and strategy for seasoned fighting game veterans to toy around with what’s underneath this surface of simplicity. From my time with the game, Fantasy Strike had three interesting and important mechanics: life bars, super meter and Yomi Counters.

Life bars for the characters in Fantasy Strike is not one long single life bar, like in other games, that gradually decreases with damage taken. Each character’s life bar is broken up smaller life bars instead that usually range from six to as many as eight bars. There is chip damage in this game, but it’s done a bit differently in Fantasy Strike: when specials and supers hit a blocking opponent, one of their individual bars starts to flash red. According to the guide, if you hit your opponent’s character while they are in a blocking position two more times while their life bars are in that flashing state, they will lose that bar and take damage. However if you don’t chip them during those four seconds that their one bar is flashing red, the bar goes back to its original non-flashing state and no chip damage is taken. This opens up an interesting meta when it comes to playing a defensive game where at a certain point you’ll be forced to go on offense instead of just sitting there all day taking free damage, which you can lose really quickly in this game if you’re not careful and don’t weigh both your offensive and defensive options correctly.

Speaking of offense, you don’t build up your super meter again after you use your super move by dealing or taking damage like in other games. Instead, your super meter has a cool-down period, and it refills after a few seconds go by during the match. While it sounds intriguing on paper, this might pose a problem in the long term by fostering too much reliance on supers–since they’re not only invincible for a long period of time after activation, but some of them do a lot of damage, which might get abused since the players won’t have to do anything to get the meter back again; the game does it for them. It’s one of those ideas where the whole concept of FS being easy to pick up and play might fall flat on its face. I would say in this case, the player should build it back up in chunks by going on offense, or if they take too much damage, but we’ll see where that goes.

The third and probably most interesting mechanic of the game is the Yomi Counter–teching and countering throws by not pressing any buttons and not moving at all. It’s a very risky tactic to use, but if you know your opponent wants to throw you, just do nothing and you’ll not only tech the throw, but you’ll deal some damage back with a freeze frame counter animation, and get a full super meter as a reward. This really boils to getting to know your opponent’s tendencies and conditioning your opponent to do or not do certain things during the match. If they like to try to Yomi Counter a lot, you can use it against them instead by actually just making them stand still by faking that you’re going to throw them and instead do a high-damage special, super or combo on them to make them pay for their mistake for not doing anything. This opens up a whole new mind game that hasn’t been explored in other fighters before, and it might make for some more exciting chess-style matches between players who know each other very well. However, getting rewarded with a full super meter might be a bit too much on top of damage you are already doing for landing a successful Yomi Counter. Maybe half a super meter bar instead?

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First Impression Verdict

Honestly, I was skeptical about FS due to its extreme simplicity and not-so-stellar visuals (so far), but I was very surprised by how solidly it played even in its early alpha stages. Out of the eight characters that were available to play, I enjoyed learning Valerie (a blonde rushdown female fighter with a deadly paintbrush) and Rook (a stone golem grappler-type who feels like the lovechild of Zangief and The Hulk) the most. Even though I lost a lot of games to Sirlin, his FS team and other players, I was having so much fun just learning the ins and outs of the game while appreciating both its casual and competitive aspects.

Even though FS still needs a lot of work (and financial support, through Patreon) to be able to fix or spruce up some of its glaring issues, such as the visuals and sound effects of the characters and stages–as well as balance out some of the potentially awesome mechanics of this game–I think it says something when pro players such as Long “LPN” Nguyen, EG|Justin Wong and even ZOWIE|Bruce “GamerBee” Hsiang stopped by the booth during the weekend to play the game and left with a positive experience from it. The potential for FS is high, and with Sirlin’s veteran experience and his team of passionate staff members, I’m sure the finished game–with enough support–will be something great for everyone to enjoy.

Sources: Fantasy Strike, PlayStation, Sirlin Games

Rewired 2016: The Arizona FGC Rises Up to the Challenge

The Arizona FGC. Not a region that gets brought up often in conversation. It’s unfortunate, because the state has plenty of cemented talent such as Velociraptor, WTlYousif, The Mocha Latte and old-school veteran Sabre representing the Street Fighter series, as well as one of the best Super Smash Bros. Melee players in the world, TempolAxe.

Devastation–which was the premier tournament series during the Street Fighter IV era–was last seen in 2011, and ever since then there has not been a major tournament for the AZ scene to show what it’s made of. Last year however, Nick “Driftwood” Going–who made a name for himself with his Fei Long play in the SF4 series during Wednesday Night Fights–has taken the mantle of tournament organizer to create “Rewired”: a new major tournament series to revitalize the AZ FGC.

“After moving back to Arizona from California, seeing that mainstay tournaments like Devastation were no longer running, I wanted to bring a home for competitive fighters to not only the FGC events, but Smash as well,” Going said. “I see events getting more expensive and less accessible to players who don’t live in esports hot spots, so I decided to build Rewired along with my partner Justin Bruce Van Horne.”

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Timothy Lee (left) and Nick “Driftwood” Going (right). Photo credit: Techmode Productions

Taking place at the Double Tree hotel in Tuscon, AZ for two years straight now, Rewired is a two-day mini-major with a grassroots heart at its core. The event is helped set up by the Arizona FGC, providing most of the consoles, monitors and TVs. Nick and his staff provide the venue space and production values for the event, and it is streamed through his TheFigtingg99 channel on Twitch.

When I attended Rewired last year to compete in Ultra Street Fighter IV, it felt welcoming and intimate. Since the venue space was a lot smaller in 2015, you couldn’t help but run into people constantly, but in a way it helped form bonds and create new friendships with your fellow competitors. Still, it was cramped in the end and it was hard to move around the venue.

This year–much to my amazement–the venue space more than doubled in size, with bigger main stages not only for the players to play on, but for the rest of the attendees and stream monsters to watch their favorite players compete. Stephen “Sajam” Lyon, who commentated at Rewired last year, returned once again along with fellow SoCal commentator, James Chen; attending for the first time to co-commentate, further legitimizing the growth this tournament series is experiencing already. The number of games increased as well, which included Street Fighter V, Ultimate Marvel vs. Capcom 3, Killer Instinct, Guilty Gear Xrd: Revelator, Super Smash Bros. Melee, Super Smash Bros. for Wii U and Project M. The three Smash games alone made up more than half of the nearly 600 competitors (not including spectators) at Rewired, since AZ has a huge community for it.

Isaac Guijosa–a Tuscon resident who used to live in Pasadena, CA, and a seasoned SFIV veteran who made his mark with Adon and Evil Ryu, and who now is trying to make his name in SFV with Ryu (he placed 9th in SFV this year)–was impressed at how Rewired has grown since last year.

“Rewired this year was insane,” Guijosa stated. “When I walked into the ballroom, I was pretty surprised how huge it grew compared to last year. It reminded me a lot of SoCals’ Revelations tournament by how many people [attended] and the production values.”

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Roch Mirabeau, another Tuscon native who has been involved in the AZ scene since 2002, and placed 13th in SFV this year with his unorthodox Laura play, had good things to say about the event despite some minor issues that popped up.

“Better production value, better venue, better hype, same love,” Mirabeau said. “All in all a success, considering budget constraints I overheard. The small niggling issues, power outages and old PS4 USB disconnects do not outweigh the overall increased value the event presented.”

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Roch Mirabeau (left) vs. WTlYousif (right). Photo credit: Techmode Productions

Of course, with growth comes even bigger challenges. For Nick Going who is still licking his chops with his new role as a TO, he realizes the difficulty this poses. Despite that, he still seems to have a positive outlook.

“Since we have a small budget, it’s always a struggle to make the event as cool and as fun as possible without breaking the bank,” Going said. “I love the custom badges we let the players design, I’m happy with the stream backdrops that prominently display those badges in collage form–anything that highlights the AZ community, I’m a sucker for. The community reception to that always seems very welcome. I also am very proud of running an event that finishes on time–even if it starts an hour late.”

Nick adds that he wants to have more control of the electrical power at the venue, to prevent any future blackouts–like the brief one they had at the tournament.

“It really bugs me when a player’s experience is disrupted because of something like that, and so we will make sure to have UPS power supplies everywhere! We had a much more spacious venue this year, so people could find casuals whenever they wanted all weekend long and the 24-hour venue (though we had to kick people out at 4:00 AM so we could get three hours of sleep) was a big hit.”

In only its second year, Rewired has undergone quick and tremendous growth thanks to Nick’s and the AZ community’s efforts to make this event an enjoyable experience for both competitors and spectators alike, as well to put their scene back on the map as a force to be reckoned with. As far as SFV is concerned, Nick is determined to have Rewired be part of the Capcom Pro Tour in the future.

“In the years to come we expect Rewired to grow through word of mouth–as we didn’t advertise much last year and still managed to double in size to 570 unique entrants, we know there will be more growth next year when we advertise on top of it. What really makes Rewired special though is that our focus isn’t on growth, but rather the player experience. We work hard to make sure players can get in as many games as possible, feel included and have a great experience. I think by continuing to focus on that and maintaining our status as one of the most affordable, fun and warm events around (shout outs to Arizona winters), we’ll have more and more people realize Rewired is the place to be in years to come.”

Roch concurred with Nick’s feelings about the growth of the AZ FGC.

“Arizona is a hidden gem perhaps among many burgeoning scenes,” he said. “We have players with international notoriety and regular weeklies in multiple cities. These weeklies, coupled with a few charitable members of the community, allow us to send players to other scenes to represent and compete.”

Nick adds: “As far as the AZ scene, I think we are one of the strongest in the Southwest. We have numbers comparable to California when we can gather in one place, and lots of character diversity. Just recently the winner of SFV at Rewired, WTlYousif represented Arizona quite well at WNF, and many of the other AZ players have represented at the Vanguard series.”

“In my honest opinion I rank the Arizona scene just behind California and New York, and ahead of anywhere else in the United States,” Going said. “Don’t believe me? Come out and see. We talk a lot of trash, but we’re extremely hospitable and we’ll put you up in a home for free during your stay.”

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XSK_Samurai Talks About His Gaming Roots, Comparing His Ryu to Tokido’s and Daigo’s And His Thoughts on the CPT’s Future

As one of the eight United States players heading into Capcom Cup 2016 next month, Street Fighter V Ryu specialist Miky “XSK_Samurai” Chea finished the Capcom Pro Tour season with a ninth place finish at Red Bull Battle Grounds last weekend, defeating one of Japan’s up-and-coming young talents and Rashid expert, John Takeuchi along the way. He would later lose to fellow seasoned veterans EG|Justin Wong and F3|AlucarD.

In this CPT interview with Capcom community manager Matt Edwards, Miky discusses his humble competitive PC gaming roots as well as his favorite Street Fighter entries. He also discusses how he studies Daigo’s and Tokido’s Ryu to implement some of their play style into his own. Towards the end, Miky gives his two cents on how he thinks Ryu will change next season as well as his thoughts on the future of SFV and the CPT. You can watch the full interview below.

Sources: Capcom Fighters; Capcom Pro Tour

Red Bull Announces a Kumite Event with Snake Eyez, as Part of a Special Edition of Churning the Butter

Red Bull Battle Grounds will be happening the first weekend of November in Seattle, Washington, but there are still plenty of events coming up leading up to the big occasion.

Earlier this month, Showdown eSports announced that they will be hosting a special Churning the Butter Street Fighter tournament in San Francisco California this Tuesday, where the first place winner and a random entrant will be get an all-expenses-paid trip to Red Bull Battle Grounds, courtesy of Red Bull. In addition, RB|Snake Eyez will be in attendance for a special Kumite exhibition with giveaways for participants who can manage to take games off of him before the tournament begins.

If you live around the Bay Area and enjoy Street Fighter V casually or competitively, this an event you definitely don’t want to miss. If you can’t make it to the Folsom Street Foundry to check out the action, you can watch it unfold on Showdown’s Twitch channel beginning at 7:00 PM PST.

Sources: ShowdownGG; Showdown eSports (Facebook)

Watch the European Scene Step Up Their Street Fighter V Game with These EGX 2016 CPT Replays and Top Five Moments

Another weekend of Street Fighter V action went down at EGX 2016 in Birmingham, England, which hosted one of the last CPT Premier tournaments of this season. A lot of European and international competition were in attendance, which inlcuded BST|Daigo, RB|Bonchan, RB|Snake Eyez, Ryan Hart, RB|Luffy, CBZ|Ohnuki and Zowie|Gamerbee.

Gamerbee took home his second CPT Premier tournament victory for Taiwan, defeating England’s hometown hero Ryan Hart in grand finals with a convincing 3-0 victory. This win puts Gamerbee at fifth place in the current overall standings and Ryan at 25th for the moment.

Here are the videos which include Losers Semis, Winners, Losers and Grand Finals from EGX 2016. The top five moments from the tournament are also shown here, which might as well be a four-minute hype comeback compilation video. If you want to see pools, top 32 and top 16 action, you can find the rest on the Capcom Fighters YouTube channel in the source below.

Sources: Capcom Fighters; Capcom Pro Tour

Vanguard Episode 4 Replays, Results And Overall Standings For Red Bull Proving Grounds: Los Angeles

The fourth and last installment of the Vanguard series of Street Fighter V tournaments at the Esports Arena in Santa Ana, CA concluded over the weekend. While it had the fewest entrants to date, Vanguard still had plenty of stiff SoCal competition, with well-known players such as Commander Jesse, Wrathmatics, Iansanity and DS|Stupendous to name a few.

However, the NorCal versus SoCal rivalry was on display once again in grand finals between repeat competitor Rommel “ROM” Macatangay’s surgical Vega and RN|Alex Myers’ relentless Cammy. When all was said and done, Myers gate kept ROM with a solid 3-1 victory to take Vanguard Episode 4.

Even though ROM fell short of taking first place in all three of the four Vanguard installments he has participated in, he did end up being first place overall in the circuit with a total of 750 points and qualifying for the Red Bull Proving Grounds Regional Championship finals in Seattle, WA. YP|Filipinoman (600 points) and NYChrisG (525 points) have also qualified for the event; placing second and third respectively overall.

Here are the Vanguard Episode 4 replays along with the top 16 results and overall circuit placings.

Vanguard Episode 4 – Street Fighter V – Top 16 Results

1st: RN|Alex Myers (Cammy)
2nd: ROM (Vega)
3rd: Commander Jesse (Dhalsim)
4th: Charlie (Necalli)
5th: Oliver Queen (Ryu)
5th: Valiant (Ken)
7th: Wrathmatics (Karin)
7th: DS|Stupendous (Zangief)

9th: Arlieth (Vega)
9th: Blockbuster Jon (Ryu)
9th: KO|Chris Nguyen (Ken)
9th: TatsuShoryu (Dhalsim)
13th: DJ Divine (R. Mika)
13th: Iansanity (Chun-Li)
13th: Romfinite (Ken)
13th CookieMonster (???)

Red Bull Proving Grounds: Los Angeles – Street Fighter V – Final Standings

1st: ROM (qualified)
2nd: YP|Filipinoman (qualified)
3rd: NYChrisG (qualified)
4th: Valiant
4th: Wrathmatics
6th: Charlie
7th: RN|Alex Myers
7th: Commander Jesse
9th: DS|Stupendous
10th: Brenttiscool

Sources: Levelupseries; smash.gg

Yomi Gaming’s Michaelangelo Shares His Early Hands-On Impressions of Injustice 2 at GameStop Expo, and His Future In Mortal Kombat X

San Jose, California’s own Michael “Michaelangelo” Lerma has been a strong competitor in the Mortal Kombat franchise since the series reboot was released in 2011. He’s had multiple top eight placings at various majors and has continued his consistency in Mortal Kombat X with his patented Quan Chi since last year under the Yomi Gaming brand after moving to and residing in Atlanta, Georgia for over a year or so. His most recent accomplishment was placing seventh out of over 700 players in MKX, which was no easy feat by any stretch.

Last Wednesday, the annual GameStop Expo took place at the Anaheim Convention Center in Anaheim, CA, and Lerma was privately invited to try out the latest build of Injustice 2 by WB Games and NetherRealm Studios in front of a crowd of over 5,000 GameStop employees, according to Lerma.

Unfortunately as I just mentioned, this was a private event so there was no stream or recorded footage of IJ2 being played. However, I held an email interview with Michael to get his initial impressions about IJ2 and his future as a competitive gamer in both the aforementioned game and MKX.

Marcos Blanco: First of all, it’s been a couple of months since you placed top eight at Evo 2016 for MKX for the first time. How did you feel about your placing and have you still been playing it seriously?

Michael Lerma: It was such a euphoric feeling standing on the Evo stage accepting a medal I had been dreaming of getting for a long time. I’m still training in MKX to prepare for SoCal Regionals 2016 and I expect to see many good friends and have a crazy time!

MB: IJ2 is on the horizon as NRS’ next big fighter. Do you feel it will replace MKX as your main fighting game of choice once it’s released? Did you play the first IJ seriously prior to MKX?

ML: I know the focus will shift to IJ2 because whenever a new fighting game comes out, that’s what people are paying attention to. I will still support MKX seeing as I’m a huge fan of the MK series. MkKis in my blood, literally! I have a tattoo of the damn game!

I did compete in the first IJ for a couple of months, but had to stop because life doesn’t always allow you to put the time that you would like into your passion.

MB: So you told me you were invited to GameStop Expo which took place last Wednesday to play the latest build of IJ2, along with some other well-known players. Can you describe the IJ2 event that went down, since there was no streamed footage of the event? Were there other players who got invited?

ML: Yes. I was personally invited by the good people over at WB Games. The event was f*****g nuts! 5,000+ GameStop managers were invited to this convention to see and test the latest games they will have in their stores. Bryant “Kitana Prime” Benzing was the other player who got invited to the event.

MB: What are you initial impressions of IJ2 so far? What are the major differences between the first game and this one, besides the new gear system? Does it change how you approach the game? Also, is there anything new that NRS has added to the game that they haven’t announced yet?

ML: My impression when I first picked up the game was not a shock. NRS improves with every new game they create and they definitely delivered with IJ2. The difference between IJGA and IJ2 is a whole lot! Better graphics, better walk speed, faster gameplay, more detailed quotes from the characters and better anti-airs which means you have to respect your opponent and not just jump in like a wild person.

There’s definitely new mechanics. The roll and air tech is a big one that will be a big part of your strategy. If they haven’t announced something new yet I don’t think I should say.

MB: Which characters did you play as, and were there any unannounced characters that you got to try out or are you not allowed to say?

ML: I played as Supergirl. That’s the character they wanted me to showcase at the event. I had to make her look as good as possible so I memorized her entire move list and started working hard to create combos for her. I only had a day to practice so I hit the lab hard! All the characters on the character select screen have been announced.

MB: You told me you got to talk to Mortal Kombat co-creator, Ed Boon. Care to share what you two conversed about exactly?

ML: Boon is one hell of a nice guy! He’s as big of a troll in real life like he is on Twitter. Always getting a rise out of people. We talked about the MKX patch but I can’t go into detail on it. I also told him to put Plastic Man in IJ2 because that’s my all-time favorite DC character! I also showed him my MK tattoo and told him “Look what you made me do!” He replied “Sorry for making you do that, (laughs)”.

MB: I know you’re a huge fan and a serious competitor of the MK series. If MK still has a future in the FGC along with IJ2, will you play both games competitively in the long run? If so, who are you looking forward to playing as in IJ2?

ML: I’ll always be a competitor at heart and I do look forward to competing in both NRS titles. I’m probably going to be playing a zoner/setup character because that’s my favorite play style in a fighting game. Lately I have been thinking of helping the FGC out in another way besides just competing and entertaining. Commentator, announcer, event organizer… who knows what the future holds for Michaelangelo. All I know is it’s been a dream of mine to work in the gaming industry ever since I was a little boy and I don’t see myself slowing down!

Sources: Yomi Gaming; GameStop Expo

Yomi Gaming’s Michaelangelo Shares His Early Hands-On Impressions of Injustice 2 at GameStop Expo, and His Future In Mortal Kombat X

San Jose, California’s own Michael “Michaelangelo” Lerma has been a strong competitor in the Mortal Kombat franchise since the series reboot was released in 2011. He’s had multiple top eight placings at various majors and has continued his consistency in Mortal Kombat X with his patented Quan Chi since last year under the Yomi Gaming brand after moving to and residing in Atlanta, Georgia for over a year or so. His most recent accomplishment was placing seventh out of over 700 players in MKX, which was no easy feat by any stretch.

Last Wednesday, the annual GameStop Expo took place at the Anaheim Convention Center in Anaheim, CA, and Lerma was privately invited to try out the latest build of Injustice 2 by WB Games and NetherRealm Studios in front of a crowd of over 5,000 GameStop employees, according to Lerma.

Unfortunately as I just mentioned, this was a private event so there was no stream or recorded footage of IJ2 being played. However, I held an email interview with Michael to get his initial impressions about IJ2 and his future as a competitive gamer in both the aforementioned game and MKX.

Marcos Blanco: First of all, it’s been a couple of months since you placed top eight at Evo 2016 for MKX for the first time. How did you feel about your placing and have you still been playing it seriously?

Michael Lerma: It was such a euphoric feeling standing on the Evo stage accepting a medal I had been dreaming of getting for a long time. I’m still training in MKX to prepare for SoCal Regionals 2016 and I expect to see many good friends and have a crazy time!

MB: IJ2 is on the horizon as NRS’ next big fighter. Do you feel it will replace MKX as your main fighting game of choice once it’s released? Did you play the first IJ seriously prior to MKX?

ML: I know the focus will shift to IJ2 because whenever a new fighting game comes out, that’s what people are paying attention to. I will still support MKX seeing as I’m a huge fan of the MK series. MkKis in my blood, literally! I have a tattoo of the damn game!

I did compete in the first IJ for a couple of months, but had to stop because life doesn’t always allow you to put the time that you would like into your passion.

MB: So you told me you were invited to GameStop Expo which took place last Wednesday to play the latest build of IJ2, along with some other well-known players. Can you describe the IJ2 event that went down, since there was no streamed footage of the event? Were there other players who got invited?

ML: Yes. I was personally invited by the good people over at WB Games. The event was f*****g nuts! 5,000+ GameStop managers were invited to this convention to see and test the latest games they will have in their stores. Bryant “Kitana Prime” Benzing was the other player who got invited to the event.

MB: What are you initial impressions of IJ2 so far? What are the major differences between the first game and this one, besides the new gear system? Does it change how you approach the game? Also, is there anything new that NRS has added to the game that they haven’t announced yet?

ML: My impression when I first picked up the game was not a shock. NRS improves with every new game they create and they definitely delivered with IJ2. The difference between IJGA and IJ2 is a whole lot! Better graphics, better walk speed, faster gameplay, more detailed quotes from the characters and better anti-airs which means you have to respect your opponent and not just jump in like a wild person.

There’s definitely new mechanics. The roll and air tech is a big one that will be a big part of your strategy. If they haven’t announced something new yet I don’t think I should say.

MB: Which characters did you play as, and were there any unannounced characters that you got to try out or are you not allowed to say?

ML: I played as Supergirl. That’s the character they wanted me to showcase at the event. I had to make her look as good as possible so I memorized her entire move list and started working hard to create combos for her. I only had a day to practice so I hit the lab hard! All the characters on the character select screen have been announced.

MB: You told me you got to talk to Mortal Kombat co-creator, Ed Boon. Care to share what you two conversed about exactly?

ML: Boon is one hell of a nice guy! He’s as big of a troll in real life like he is on Twitter. Always getting a rise out of people. We talked about the MKX patch but I can’t go into detail on it. I also told him to put Plastic Man in IJ2 because that’s my all-time favorite DC character! I also showed him my MK tattoo and told him “Look what you made me do!” He replied “Sorry for making you do that, (laughs)”.

MB: I know you’re a huge fan and a serious competitor of the MK series. If MK still has a future in the FGC along with IJ2, will you play both games competitively in the long run? If so, who are you looking forward to playing as in IJ2?

ML: I’ll always be a competitor at heart and I do look forward to competing in both NRS titles. I’m probably going to be playing a zoner/setup character because that’s my favorite play style in a fighting game. Lately I have been thinking of helping the FGC out in another way besides just competing and entertaining. Commentator, announcer, event organizer… who knows what the future holds for Michaelangelo. All I know is it’s been a dream of mine to work in the gaming industry ever since I was a little boy and I don’t see myself slowing down!

Sources: Yomi Gaming; GameStop Expo

Watch The Highest Level of Street Fighter V to Date with These Japan Cup 2016 CPT Replays

Japan Cup 2016: the first Street Fighter V Capcom Pro Tour Premier since Evo 2016, took place this past weekend at the annual Tokyo Game Show in Japan. This invite-only tournament featured some of the best SFV players from around the world, making their mark in the Land of the Rising Sun this season.

Street Fighter veterans such as Zowie|Gamerbee and Secret|Poongko finally achieved higher placings (that were the norm for them in Street Fighter IV) after a rough start at the beginning of the CPT season. Meanwhile, up-and-coming talent such as Japanese Ken player Rinta gained a solid fourth place finish after taking down a lot of established players along the way. Young Rashid specialist, John Takeuchi, ended at a respectable ninth place following his landmark win at First Attack a few weeks ago.

There were also plenty of shocking upsets and eliminations, with players such as BSTlDaigo, Evil Genius’ Justin Wong and Ricki Ortiz and RZRlXian drowning in pools! These are players who have won multiple CPT Ranking majors this year and for them to not even make into the top 64 just goes to show tough this Premier tournament was in Japan.

Here are the Winners’, Losers’ and Grand Finals replays of the Japan Cup tournament. You can watch the rest of pools, top 64 and top eight matches in the source at the end of this post.

Source: Capcom Fighters

Daily Dot Esports Best of III CPT Recap and Interview with Julio Fuentes Fresh Off His ECT 2016 Street Fighter V Victory

Last weekend proved to be another jam-packed two days for Capcom Pro Tour events around the world. In their usual catch up series for Daily Dot Esports, Mike “Danke” Schiller, Steve Jurek and John “Velocirpator” Guerrero recap the Street Fighter V happenings from East Coast Throwdown, Celtic Throwdown and First Attack 2016. They also go into a lengthy talk about what makes a character “top-tier” or “broken” and how it can affect the competitive nature of fighting games citing examples such as Super Street Fighter IV Arcade Edition’s Yun, SFIII Third Strike’s Chun-Li, Ultra Street Fighter IV’s Elena, and Kokonoe from the BlazBlue series.

Schiller then goes on to interview FOX|Julio in the last 20 minutes of the video below. During the interview, Julio talks about his first place finish at ECT 2016 and how he adjusted to beat CoinUplLud’s Chun-Li after he reset the bracket on his Ken in grand finals. Other topics he touches on include his training regimen for the CPT season and his experience playing Daigo Umehara in the ECT SFV Exhibition and in casuals.

Sources: Daily Dot Esports; Team Spooky