Mewtwo’s potent combo potential in Super Smash Bros. for Wii U has been commented on before; now, following the infinite loops demonstrated in its Pokkén Tournament alter-ego, it looks like the powerful psychic Pokémon has an infinite combo in Smash 4 as well. At this rate, Mewtwo will get a reputation for this sort of thing–though infinites in Super Smash Bros. are hardly unheard of.
This infinite loop requires using a double-jump footstool cancel into Mewtwo’s Disable down-special, followed by backwards short hop neutral air attacks until you’re ready to finish the victim with a charged up-Smash Attack. In the video, My Smash Corner covers how to perform this Mewtwo infinite loop (including optimal controller button-mapping), what fighters it is effective on (basically bigger, heavier characters), practical set ups, and escape options. Interestingly: Diddy Kong, Olimar, and Meta Knight are immune to this infinite sequence.
DreamHack 2016–starting tomorrow, June 18 and running until June 21 in Elmia, Jönköping, Sweden–has posted prize details and opened registration for their Pokkén Tournament Championship Series event, a surprise addition to the lineup initially announced earlier this week. As per the Championship Series structure seen at prior events, it will include both a Masters Division (for players born after 2001) and a Seniors Division (for players born before 2000), a $10,000 USD prize pool and other prizes such as Nintendo Wii U/3DS consoles, HORI Pro Pad controllers, Pokémon Trading Card Game booster packs–and naturally Pokkén Tournament Championship points and invitations to the World Championships for the top spots.
It will be interesting to see how many participants show up for this weekend’s event, given the incredibly short notice they received.
Pokkén Tournament has also exceeded one thousand entries for Evo 2016.
Source: DreamHack, with a tip from Alex “AngelDarksong” Stopher
The exciting guest on this episode of the Daily Dot Esports segment, Best of III, is none other than Alex Jebailey, the organizer of Community Effort Orlando and CEOtaku.
Later on, Alex Jebailey joins the show, and they start off the conversation with the recent, unfortunate events in Orlando, Florida. Jebailey already made a statement regarding security precautions for the event. They discuss the big expected number of participants, which adds up 2959 pre-registered entrants.
Game developers and publishers aren’t the only companies who attend E3. Peripheral makers, such as HORI, were also at the event, showing off some new stuff.
At their booth, HORI had a couple of prototypes of some upcoming arcade sticks for the PlayStation 4. First up were a pair of colored Real Arcade Pro 4 Kais. These were shown in blue and red and had a textured metallic finish and came with matching colored Hayabusa buttons.
More exciting, though, is a new iteration of their vaunted Fighting Edge arcade stick. This new version, surprisingly enough, loses the haptic touch area of the previous model–now replaced with a physical start button. It also gains a new brushed metal top panel and new LED lit frosted Hayabusa buttons. Additionally, it features a 3 row button layout similar to the custom layout that HORI player Naoto “Sakonoko” Sako has been using at tournaments.
For those interested in how these products look, TEAM SPLITFRAME’s Hibachi was at the event and has shared some photos of the prototypes (as well as of other sticks, like the new King of Fighters XIV HRAP.4 Kai). You can check these out in the gallery below.
With Tekken 7’s Fated Retribution update, the game gains a couple of new characters–returning character Nina Williams and guest character Akuma from Street Fighter. However, it’s likely that the cast will continue to expand in the coming months leading up to the game’s console release.
In a video shown during the Tekken 7 Fated Retribution X CR Tekken 2 Toshin Ver. Press Conference, we get to catch a glimpse of one another possible new character, Eliza, the vampire introduced in Tekken Revolution.
Eliza can be briefly glimpsed near the start of the press conference, at around 1 minute 45 seconds into the video below from Avoiding the Puddle’s Flying Wonkey.
Wonkey also later provided screen caps when queried about this on Twitter (including another shot from a later segment in the above video).
Of course, this doesn’t necessarily mean that Eliza is coming to Tekken 7, as the event itself was talking about the CR Tekken 2 Toshin Version–a pachinko game–in addition to Tekken 7. That said, the footage of her seems new, not something from her original trailer for Tekken Revolution.
We’re likely bound to learn more on whether or not Eliza, or any other characters are coming to Tekken 7 in the coming months.
Throws in Street Fighter V follow a large set of rules. These rules dictate when a given throw will connect and when it will whiff. While it’s rather obvious that a standard throw won’t typically connect with an opponent suffering from hitstun or blockstun, there are many (often minor, often less obvious) technical aspects at play that help determine other scenarios that will see players hugging the air.
To explore this cornerstone of any solid offense, Frame Trapped creator Tom Piddock hit the lab to create a new video discussing all things throw-related. The video–which you can find below–covers throw ranges, throws that function as strikes, and more. Those less familiar with how hitboxes work will also find the brief introduction to this backbone of the game rather helpful.
If you’ve ever found yourself scratching your head on the other side of an unexpected throw whiff, you’ll definitely want to give this video a look.
Atlus USA just dropped a new “E3 trailer” for The King of Fighters XIV. The trailer highlights the many modes in the game, such as Story Mode, Versus, Time Attack and more, while also giving a nod to the 50 character cast.
While these are mostly features that those following the game already know, the trailer is likely aimed more at those who may be less familiar with the title.
Additionally, the trailer gives a glimpse at penultimate boss, Antonov–the new organizer of the King of Fighters tournament in the story.
Brian Foster has been covering numerous aspects of Necalli’s Street Fighter V gameplay, previously posting videos on using his target combo in rushdown and putting the pressure on at midscreen with his stomp. In his latest video, Brian_F discusses how to integrate the crouching or “unmoving” shimmy into your game plan.
After first discussing the options and outcomes behind knockdown/wakeup scenarios, based on players’ habits and Necalli’s abilities, he then explains how to use the unmoving shimmy as an alternative. In Necalli’s case, he can use a meaty standing light kick to bait out whiffed throws, or even just test and observe the opponent’s wakeup strategy.
This week, the folks at NetherRealm Studios revealed a massive amount of information about Injustice 2 at E3. Exciting details include confirmation of “Tournament Mode” for competitive play, “GGPO-style” netcode, more details on the mysterious Gear system, stages, and Story Mode, as well as new info on Injustice 2’s character roster and game mechanics.
What’s perhaps most exciting for SRK readers is the sheer amount of in-game footage released so far. Since this is our first time seeing Injustice 2’s gameplay in action, there’s much to dissect. Luckily, we did the leg work, and provided below is an intricate breakdown of everything we could scrounge out of these glimpses at the game.
The Roster
Six playable characters are confirmed via actual gameplay footage: Superman, Batman, Aquaman, Supergirl, Atrocitus and Gorilla Grodd. A seventh character, Flash, premiered in the now week-old cinematic trailer for the game, and DC’s 75th anniversary celebration for Wonder Woman revealed–to the surprise of few–that the wielder of the Lasso of Truth will also be making an appearance in the game’s playable roster. This puts our (current) roster number at 8, but if–and this is a big if–the nearly empty character select screen seen at E3 is any indication, we’re looking at a projected 28 playable characters for this much anticipated DC Comics fighter.
The silhouettes are such a tease.
In an interview, Ed Boon hinted at a number of playable characters in the ballpark of 28 when he explained that we can expect a larger initial roster than in recent NRS titles, since 2015’s Mortal Kombat X launch included 25 playable characters (including day 1 DLC Goro), and 2013’s Injustice launch included 24. Considering the numbers above, 28 might not be so far-fetched.
An extensive 15 minutes of in-game footage, catch the breakdown below.
Basic Character Breakdowns
Batman:
We see Batman’s counter, his grappling gun (horizontal and vertical), aerial stun grenades, and his patented Batarangs in action. His protective mechanical bat trait from Injustice: Gods Among Us makes an appearance as well. His Super, an impressive aerial onslaught from a remote-controlled Batmobile, is particularly hype.
Superman:
His original Injustice Super has been re-envisioned with a more cinematic brawl in the sky before he sends his opponent back to the Earth. We also see his patented eye lasers, ice breath, and aerial choke slam return from the last Injustice. Superman’s trait from I:GAU is back as well, where all his attacks become super-powered with the energy of the sun, as he glows red with rage.
Aquaman:
His Super is back and better than ever; when the ruler of Atlantis sends you to the deep this time, it’s especially brutal. In the provided gameplay, we can confirm that Aquaman’s trident-based attacks–the rush, toss, scoop, and “seismo”–have all returned from the original Injustice (with some new nautical animations to boot). His water shield trait, which allowed Aquaman to escape grounded combo strings in the last game, also seems to have made a return in I2 based on the footage.
Supergirl:
Along with lasers, freezing ice breath, flight and a choke slam, the newcomer seems to have a Kitana-esque tornado at her disposal. In footage so far, we have seen an enhanced version of this move that leaves the opponent twirling in the air for an extended period of time. We have also seen an interesting extended version of the laser attack where Supergirl relentlessly blasts her opponent with eye lasers while advancing forward. Her trait seems to be based on her eye lasers, since her trait meter depletes as she uses them. However, a mysterious blue aura covers her arms more than once in the footage and its hard to tell if its a special move, her trait in action, or perhaps a gear modification.
Gorilla Grodd:
The menacing prime ape overlord seems to play at the pace of Mortal Kombat X’s Ferra/Torr and has a few comparable moves to boot, like an advancing roll attack that floors the opponent. In gameplay footage, an enhanced version of this roll launches the opponent for a juggle opportunity. Grodd’s Super looks particularly devastating. A few more feral specials were shown at E3, including an enhanced tackle that ends with Grodd biting Batman’s throat, an air throw and a ground pound move used to end a juggle combo. Grodd’s trait activates his telekinetic abilities, allowing him to assault the opponent with his mind as well as his fists.
Atrocitus:
The bloody Red Lantern and his cat friend Dex-Starr don’t disappoint. Atrocitus’ moves set includes a vicious onslaught enhanced into a tackle that ends with a point-blank lava breath finisher, and a blood tornado that lifts the opponent for a juggle. Dex-Starr seems to function as a trait in Injustice 2, as he’s summoned when the trait meter is full–similar to General Zod’s trait in the previous Injustice. The Cat Lantern’s abilities include shooting slow projectiles over Atrocitus’ shoulder, as well as a vicious mauling attack.
Flash and Wonder Woman:
Unfortunately, no gameplay has been provided for these fighters.
Returning Stages
Ed Boon has officially announced 3 playable stages, or “arenas,” all of which make their return from 2013’s Injustice with some new flare: Atlantis (now with a secondary stage transition), Gotham City, and Metropolis (now featuring the Ace o’ Clubs bar for the most die hard Superman fans out there).
The stage select screen with Metropolis highlighted to the left, Gotham at center, and Atlantis to the right.
Game Mechanics
Based on video evidence above, most of the mechanics from Injustice: Gods Among Us have returned to Injustice 2. Via the videos provided, the following mechanics can be speculatively-confirmed: wall-bounces (including 2-meter enhanced cancels out of combo strings), enhanced special moves, interactables and the ability to enhance them, stage transitions, and the combo-escaping Clash system where the players wager resources for life or damage. We also see evidence of a mainstay in NRS games: the “first-attack” meter gain, where the player to land the first hit in the match receives 1 stock of meter as reward.
There’s also evidence of potential new mechanics. The first is an evasive roll for the cost of one meter. In the link provided, Superman can be seen graphically flashing as he rolls through Gorilla Grodd and lands behind him. Applications for this are only speculative, but it seems to serve a defensive purpose–specifically to escape the corner at the cost of meter.
While there are several examples of different characters using the evasive roll mentioned above, the GIF provided below shows an interesting interaction between Gorilla Grodd and Batman where the dark knight “flips” out of Grodd’s juggle combo. It’s hard to indicate what exactly is happening, and whether it’s character exclusive or not. Could this be a new juggle escaping mechanic? The flash associated with it is the same as an enhancement flash, possibly indicating that the Batman player used some meter to escape a combo, similar to Mortal Kombat X’s breaker system.
Obviously, any of these mechanics could be removed or altered by Injustice 2’s projected 2017 release, but the video evidence helps indicate the direction NRS is heading with their new fighter and what to expect as a player.
The Gear System
The Gear System has been addressed more than once, with each discussion offering interesting insight on how the mysterious mechanic will work. Included below is a written transcript of some interview segments between Geoff Keighley and Ed Boon.
Geoff Keighley: “This idea of customization, tell us, how does that idea actually work out. I mean, how is my Batman going to be different than your Batman?”
Ed Boon: “We’re actually introducing gear, that players can put on their characters that will actually affect […] their game-play. Your Batman, after you’re playing for awhile, and you’ve equipped him with, you know, weeks’ worth of gear, he’s going to look completely different from my Batman. He’ll still be Batman at his core, but you’ve chosen to have more defensive properties with your character and I’m kind of more like an offensive one. So it’s really your version of Batman. The customization part is what really stands out with this game.”
In another interview, Ed Boon offered a similar response, except he focused on the personalized element of the gear system, stating, “Everybody is going to look different, that’s what’s so exciting about it […] personalization is what we’re really adding to this game, as far as […] making your version of Batman and your version of Superman and your version of Grodd.”
An example of what the gear loadout looks like, and how gear affects Supergirl’s looks, and stats.
GGPO-Style Rollback Netcode
One of the biggest announcements for the future Injustice 2 online warrior was clarified in an interview with Ed Boon stating that NRS has every intention of implementing their impressive rollback netcode developed for the MKXL update. In Ed’s own words, “Everything that we’ve learned […] we’re applying to Injustice 2.”
“Tournament” Mode
While the customizeable Gear option is exciting, it’s equally troubling for tournament organizers and competitors alike if the storied history of Street Fighter X Tekken is any indication. Luckily, during a GameSpot interview, Ed Boon clarified that the NRS developers are very conscientious of the competitive scene and supportive of eSports. In that same vein, he clarified that a tournament mode, or in his words a “level-playing field version” will be integral to the game so that you won’t end up with uneven situations like, “a level 50 Superman against a level 1 Batman, or something like that.”
Story Mode
Last but certainly not least, Ed Boon touched on the story of Injustice 2, promising an engaging narrative. “We pick up, right at the point at the end of the last Injustice game where Batman has imprisoned Superman and a new bad thing comes along and kind of puts that whole situation on its ear, and that’s where we open up and where we continue the story.” Ed ended the discussion of Injustice 2’s story mode in typical Boonian fashion, saying “the ending is awesome,” and if recent NRS story modes are any indication, it’s hard to doubt him.
We can expect the newest iteration of Injustice to hit stores sometime in 2017. So far, compatibility has only been confirmed for Xbox One and PlayStation 4.
Counter Logic Gaming has added Super Smash Bros. for Wii U Sheik master James “VoiD” Makekau-Tyson as their latest team member. Many consider VoiD to be one of the best Sheiks in the world, alongside Mr-R and TSM|ZeRo, pushing the Sheik meta forward with his trademark “VoiD” combos which utilize precise perfect pivots, needles, and his quick reactions to deal massive damage. VoiD joins Tyrell “NAKAT” Coleman as CLG’s second Smash 4 player.
VoiD is ranked 2nd on the SoCal Power Ranking behind ZeRo, and 8th on the Panda Global Smash 4 Rankings, making him quite the pick up for CLG. There are still plenty of high-level players who are yet unsigned, so there could be many more high profile signings as the summer of Smash continues.