The King of Fighters XIV Day One Roundup: Combos for Zarina, Robert, Geese, Meitenkun, Kyo, & Shun’ei

It’s finally launch day for The King of Fighters XIV in North America, and players at last can (officially) dig into the full game and the complete character roster. If you’re new to the King of Fighters series, start by having a look at this primer guide breaking down the basics! Next, to kick off SNK’s latest, here’s a roundup of a few of the combo videos that are popping up online–surely only the beginning. Note that some of these videos were recorded prior to the release day patch (using the PSN demo version, or early-obtained copies), so combo mileage may vary.

Here’s a combo exhibition video for Zarina, from Opsclerk:

DarkWingZEROX has provided a few combo videos, firstly their favorite stylish combo for Robert, and then a dash combo for K’.

A3Religion has started digging into the new KOF and offers us these two videos of basic bread ‘n’ butter combos for Meitenkun and Geese.

Lastly, finishing off their series of combo exhibitions from the PSN demo playable cast, COMBONAUTS brings us these videos showcasing Kyo and Shun’ei.

Sources: Opsclerk; DarkwingZEROX; A3Religion; COMBONAUTS

Daigo Umehara, Tomo Ohira Named in Top Ten Players of Esports History by Daily Dot

Like it or not, we’re esports now; it is always amazing to see fighting game players named among top players of other games that receive bigger mainstream exposure. Today, Daily Dot eSports has done so in a big way, in naming what they believe to be the top ten players in esports history. Not surprisingly, they included fighting game players in the mix–Daily Dot named two people who are hard to argue against in their list–Tomo Ohira and Daigo Umehara, who are ranked 7th and 4th respectively.

Ohira, for those new to the scene, is considered the first powerhouse of competitive Street Fighter. Cutting his teeth in the original iterations of Street Fighter II–The World Warrior, Champion Edition, and Hyper Fighting–around arcades across Southern California, Ohira’s legendary status includes people such as Mike Watson and Jeff Schaefer corroborating stories of Ohira being “unbeatable” in the game. Playing in a time without internet or even recorded footage–let alone sponsorships and ESPN-broadcasted tournaments–Ohira laid the groundwork in the competitive FGC before walking off into the sunset at the old age of 17 to focus on things like college and the opposite sex.

Umehara, on the other hand, needs little to no introduction. The Japanese titan for multiple decades began by making a name for himself in Vampire Savior, before winning multiple titles at Evolution across multiple games, such as Guilty Gear, Super Street Fighter II Turbo, and Street Fighter IV. Umehara first became truly famous worldwide after the landmark Evo Moment #37 went viral.

With claims from Schaefer that Umehara could not have beat Ohira, and the higher rank of Daigo on this list, it still remains to be unseen who is the better player. While Daigo’s placing is attributed to his success at high level competitions over his career, Ohira making the list off his iconic–and at times, mythological–status in the FGC is still a credit to his play.

If you are curious who else made their list outside of our world of frame advantages and hitboxes, click here.

Source: Daily Dot eSports (Twitter)

Watch a High Level Killer Instinct Set, Broken Down and Analyzed by Infil

Famous for his extensive and helpful Complete Killer Instinct Guide, Infil is also known for analyzing sets from some of KI’s best so that lower level players can start to parse through high level sets in order to improve their game and notice their own mistakes. This time, Infil has chosen to analyze one of UA Bass’ Rough Sets, showing the Spinal master facing off against fellow top KI players in first to 10 sets.

As Infil says in the introduction to his analysis, most of these Rough Sets are blowouts with Bass usually winning in a landslide but the particular set he has chosen to pick apart is a little different. First off, Bass is playing Mira instead of either Spinal or Cinder, and the set isn’t a straight 10-0, with OmegaZas (who is primarily a 3D fighter player) getting four games on Bass’ Mira. The analysis is about an hour long, so settle in with a notepad and a drink if you’re looking to learn! Make sure to tune into Infil’s stream for future set analysis and subscribe to Bass’ YouTube channel if you want to watch the Rough Sets as soon as they come out.

Source: Infil

Quickly Get to Grips with Kyo in This King of Fighters XIV Breakdown

When it comes to the King of Fighters, Kyo is one of the most iconic characters in the series: like Ryu or the Mishimas, he’s the first stop on the way to learning the game, and YouTuber Coliflowerz has stepped up to create a breakdown of exactly how Kyo works in The King of Fighters XIV.

The guide covers everything from anti-airs to reversals to some of his most damaging combo options, so whether you’re making your King of Fighters debut or are a series veteran, it’s definitely worth checking out.

There’s one thing to note though–this guide comes ahead of KOFXIV’s expected big day one patch, which means that there may be some changes when you get the chance to start the game up yourself.

Source: Coliflowerz

BlazBlue: Central Fiction English Dub “Isn’t Looking Promising,” More News to Come

Aksys Games–the western publisher for many Arc System Works titles, including the BlazBlue series–took to Twitter today to announce that there would be some big news on the upcoming Arc System Works title, BlazBlue: Central Fiction, tomorrow.

While we can only speculate on whether this will be announcements about characters in the console release–or even the console release date itself–we now know what the announcement will not be: English voice dubbing for the title. When asked about an English dub, Aksys Games responded by saying that one, “isn’t looking promising at this point.”

With most Japanese titles nowadays, a basic English dub is perfunctory at this point, but currently–as well as sadly–appears to be noticeably absent come Central Fiction’s release.  We will keep you informed if anything changes regarding this decision from Arc System Works and Aksys games.

Source: Aksys Games (Twitter)

Break Through Chun-Li’s EX Lightning Legs with These V-Reversal Punishes for Street Fighter V

Chun-Li’s EX Hyakuretsukyaku–Lightning Legs–is a powerful offensive weapon in her Street Fighter V arsenal; of course, every character has a V-reversal they can use to try and break through an opponent’s pressure. However, the means to apply V-reversals effectively varies greatly depending on the character you’re using, and the attack you’re attempting to counter.

In the video below, Rikk demonstrates some examples of how to successfully punish the EX Lightning Legs with Cammy, Vega, Rashid, or F.A.N.G. Good timing is essential! Check the video description on YouTube for more character-specific tips.

Learn to better apply your V-reversals by also watching this video of how they interact with Rashid’s Critical Art.

Source: Rikk

Fans and Dives in 3D: Famitsu Shares New Screenshots and Gameplay Impressions of Mai Shiranui in Dead or Alive 5: Last Round

The King of Fighters XIV isn’t the only game where Mai Shiranui is set to make an appearance this year. The first lady of kunoichi is also a guest character bound for Dead or Alive 5: Last Round this September. For those curious about how she’ll transition into DOA5: LR, Famitsu has an article up with some new screenshots and gameplay impressions of Mai.

According to the article, Team Ninja seems to have successfully translated Mai’s moves from a 2D fighter, into a 3D fighter. This means that not only do moves such as her Kachousen fan toss, Ryuu Enbu, Hissatsu Shinobibachi and more retain the same or similar inputs as in other games, but that she can also cancel into them from certain normals.

In addition to these however, she also has the ability to do jumping attacks as well as perform a triangle jump. This also allows her to pull off her Musasabi no Mai headfirst “divekick” attack.

The rest of the article gets more technical with some basic tips on using her, as well as giving examples of her combo flow–utilizing special cancelable normals to extend her combos out of DOA5’s Critical Burst system.

Interested folk who can read Japanese can check out the rest of the article on Famitsu. In the meantime, here are some screenshots from the same article.

Click to view slideshow.

Source: Famitsu, via Free Step Dodge

Echo Fox Explains Exactly Why Mew2King is Their Smash Player of Choice

Jason “Mew2King” Zimmerman has for a long time been known as one of the Five Gods of Melee. He recently joined Team Echo Fox as their only Smash player, on the strength of his performances in both Super Smash Bros. Melee and for Wii U.

Want to know a bit more? Well Echo Fox has you covered–check out the video below to find out exactly why Mew2King was their number one choice. And trust me, stick around to the end of the video. It’s worth it.

Source: Echo Fox

The King of Fighters XIV Dev Team Talk About Going 3D, 50 Characters, SNK Sequels and More in This Famitsu Interview

On this, the day of The King of Fighters XIV’s official release in the West, Famitsu has shared a new interview with the development team behind the game. While the interview itself is in Japanese, our friends over at the MadMan’s Café have posted some translated notes from it.

The development team, composed primarily of veterans (such as producer Yasuyuki Oda and art director Noboyuki Kuroki) who have been working on fighting games since the genre’s golden age in the 1990s, talk about various topics–including the moving the game into 3D, as the difficulty of having to work on a game with 50 characters.

On moving to 3D, one thing that made it tough to work on the game was the fact that they couldn’t use any old assets from the King of Fighters XIII. One difficulty was having to do facial expressions for all the characters, as such producer Oda states that there are actually 3 characters without facial expressions, hiding their faces through various means such as being behind a mask.

Another challenge was preparing the hitboxes for the characters. Being in 3D, they had to work with the fact that the animations were tweened and as such, the hitboxes were no longer tied to individual frames. If the hitboxes moved smoothly like the animations, then there would have been issues, such as where certain moves miss certain characters.

The 50 character cast also put a lot of strain on the team, especially with only 3 to 4 designers working on it at any given time. “It’s so wrong” states art director Noboyuki Kuroki on Oda’s desire for this large cast. Considering that they didn’t have the development environment to do 3D at the time, Kuroki is still surprised that they pulled it off.

As for the characters, they divided the cast into who they thought would appeal to different groups. Additionally, they had to cut certain characters because they didn’t want the game to lean too heavily towards certain series (e.g. Blue Mary and Yamazaki being Fatal Fury characters).

Another interesting issue they had is that of showing the game off to the public: with most other genres, developers can simply create vertical slices of gameplay, sectioning off a stage or two, to show off. For fighting games however, Oda states that doing vertical slices takes up more development time. As such, whenever they showed something off, it was just whatever the development team had completed at the time. This was most evident at PSX 2015 where they first showed off the game, resulting in the team receiving a lot of feedback, because the game was barely even ready for show.

The main focus of the feedback throughout the King of Fighters XIV’s development has been on the graphics, something that the team at SNK has been slowly improving with each trailer and playable build. Each update was actually the result of substantial trial and error on the development team’s part. Oda states that they decided to prioritize getting the game to run at a constant 60fps over making the graphics flashier. Additionally, he stated that online play was one of the reasons for prioritizing this–if they implemented a variable framerate, this would result in having to use frameskips, which create a bottleneck in terms of network communication. This is important, as KOFXIV allows for up 12 players to be in a lobby.

Regarding online, Oda stated that it’s something that “we can’t be completely sure of until the game launches.” That said, as far as they’ve tested “it’s better than KOFXIII on Steam.”

In addition to all the King of Fighters XIV related talk, Oda also talks about other SNK fighting franchises such as Art of Fighting or Samurai Shodown. He states that rather than making sequels, he’d rather restart them from scratch.

Of course, that’s just some of the things that they talk about in the interview. Head over to Famitsu, or the MadMan’s Café to read more.

Source: Famitsu via the MadMan’s Café

Here’s Another Serving of Ken’s Meaty Combos for Street Fighter V

The focus on Ken Masters continues: he’s been in our spotlight a lot lately, and in this new video NurseLee follows up on their previous Street Fighter V Ken tutorial for even more meaty combos from the American Champ–again complete with full input breakdowns to help you turn up the heat and lay that pressure on thick. The rushdown never ends!

For some more Ken rushdown action, check out this compilation of Ken gameplay footage from XusesGB.

Source: NurseLee