As Super Smash Bros. Melee’s 20th ranked player in the world, it might come as something of a surprise that Hugo “HugS” Gonzalez was a free agent. This is no longer the case, however, as the highest ranked solo-Samus on Melee It On Me’s Melee Rankings has been signed to represent Florida-based Dream Team.
Dream Team are best known for their high-level first-person shooter teams, but they have announced their intentions to branch out into the fighting game community and, as such, HugS will be the first Dream Team FGC representative.
This follows the recent news that Joey “Lucky” Aldama has become the first Smash Brothers player to represent Counter-Strike and Rocket League organization Selfless.
Lucky, the world number 12, was the highest ranked unsponsored player on the list and, now that HugS has also announced his sponsorship, 18 of the top 20 Melee players in the world have sponsorship deals. You’d have to imagine that it’s only a matter of time until Johnny “S2J” Kim joins the club, though the currently injured Aziz “Hax$” Al-Yami may have to wait a little longer.
Elphelt is one of the most feared characters in Guilty Gear Xrd. One main reason for this is her access to various unblockable setups that, when successful, lead into yet another unblockable–an unblockable loop. She does this by getting a knockdown in the corner, lobbing a grenade, then charging up her unblockable rifle shot while her opponent is busy blocking the grenade’s explosion.
Thankfully, we have Japanese player Baaru, who has graced us with some video examples of how to escape her three most common ways of setting this up. The escapes are shown using Sol; since there is some variance in different characters’ jumps and backdashes, a few of the options may not work for everyone. Everyone can, however, escape with 25% tension for Blitz Shield (Slash + Heavy Slash).
First, we have Elphelt’s jump Dust setup. There are a few versions of this setup, but the concept is the same: Elphelt hits with a jump back normal, usually Dust, and lobs the grenade before landing.
Escape #1: Backdash to avoid the grenade, then jump. The shot hits you in the air so the explosion whiffs and the combo ends. Large characters may still get hit by the explosion, unfortunately.
Escape #2: Backdash the grenade, backdash the rifle shot. Characters like Sin with longer backdash animations may not have time for a second backdash here.
Escape #3: The most consistent escape. Blitz Shield the grenade, then backdash the charged shot. Some characters can cancel the successful Blitz into an invincible super, instead of backdash, to really capitalize on the escape and land some damage. That requires a lot of meter, but can be worthwhile.
Another option, and this goes for all her unblockables, is to use Blitz Shield twice in a row—to negate both the grenade and the charged rifle shot. You can then advance forward and try to flip the momentum in your favor. This is resource-intensive however, costing 50% tension.
If you’re having trouble timing the immediate Blitz Shield, you can bind it to one button (replace your taunt button), and just mash it multiple times on your wakeup. The game gives us a very lenient input window, and making it a one-button input makes it even easier.
Second, we have her 25% meter unblockable. This one is the most difficult to escape: she uses YRC to not only time the grenade perfectly, but to slow the game down and mess up your escape attempt.
Escape #1: Blitz the grenade, backdash the charged shot, jump to avoid the explosion. Characters with slower jumps (Leo, Potemkin) may not be able to jump out here, but you can instead choose to block it.
Escape #2: Blitz both the grenade, and the charged shot. This is the easier and more consistent escape. It’s available to any character, but again requires more tension meter (50% rather than 25%).
Third, we have an unblockable where Elphelt must spend 50% tension to combo after. This setup involves running down the grenade timer by riddling you with bullets, before whipping out her trusty rifle, Miss Confire. Since this time she uses the grenade explosion before the rifle shot, she must Roman Cancel the shot to continue the combo. Watch her meter: if she doesn’t have 50% (and the single shot won’t kill you), you may want to take the hit and save your resources for later use.
Escape #1: Backdash the grenade, double jump to avoid the shot and explosion. Again, this meterless escape may not be an option for some characters.
Escape #2: Block the grenade throw, instant block the explosion, then Blitz the charged shot. You have to instant block the explosion in order to get out of blockstun and Blitz Shield here. You don’t, however, have to instant block the first hit of the grenade.
In very desperate measures, if you don’t have meter for Blitz Shield, you can use a burst to avoid the unblockable charged shot. The burst won’t hit Elphelt, but if you’re going to die from it, it’s worth a shot.
2016 has been the year of King of Fighters so far. With trailers and demos of the upcoming King of Fighters XIV being shown off nonstop, this is a good time to be a KOF fan. This week’s team trailer for the game showcases three characters set to yet another theme, “Tiger & Dragon.”
Ryo and Robert have been shown before, though a closer look is most welcome. As has been the trend with past team trailers, one of the featured characters is one we haven’t gotten a good look at before. With that said, Yuri dominates a good chunk of the trailer, demonstrating her potential, as well as several Desperation moves.
The bane of many who step foot into For Glory on Super Smash Bros. for Wii U, Link’s heavy use of projectiles and powerful sword strikes can give beginners a lot of grief when they start playing Smash in a competitive capacity. Luckily, TSM|ZeRo is here to help players best the Hero of Time in his new ‘How to Beat’ series, a guide for those starting out in the world of Smash 4 who may be struggling with certain characters.
The main thing ZeRo notes in this short guide is to exploit the massive cooldown Link has on many of his moves, like his grab, his dash attack and the majority of his smashes. Moves like his down air leave him open for a good while, so use these high cooldown moves as your opportunity to strike back. A lot of the tips, like powershielding Link’s arrows while approaching, will be pretty obvious for veteran players but keep in mind that this series is designed for beginners, so don’t be surprised if you hear advice which may seem second nature.
ZeRo previously covered how to defeat Little Mac in the first ‘How to Beat’ video, so expect another For Glory favorite like Falcon or Sonic to be next on the list in this beginner video series.
So you’re a Charizard player. Your crouching X into seismic toss helped you mash your way up to C rank. Look at all the damage! So easy! If it gets blocked, people freeze and don’t punish! Wow!
Then someone you play against blocks the tail, low profiles the grab, and in general ruins your day. Or the grab just whiffs because of range. Or your opponent mashed out a critical hit-scoring normal attack. Either way, Charizard faints. What can you do to make your beloved lizard dragon rise up?
You evolve.
A brief demonstration of j.6Y possibilities provided by Thulius.
Buried in the depths of the fire lizard’s movelist are the curious jumping forward+YY string (henceforth written as j.6YY), and some footnotes about jump cancels. Though it’s a dexterous input, you can keep up the okokressure by jumping and doing j.6YY as low to the ground as possible. On hit, you have a multitude of combo options. On block, the claw of j.6YY pushes the opponent very far away, keeping you safe. You can also choose to only do the first hit of j.6Y and still get full combos and pressure off of it. This works on the full cast, though getting j.6YY to hit properly vs. tiny Pikachu is more difficult, of course.
Best of all, this technique allows you to confirm off all ranges of a hit 2X, which just special canceling into Seismic Toss does not.
Aditionally, the hits of j.6YY can be added to combos pretty freely and still keep the phase from shifting. Your standard 5YY combo can reach a whopping 171 damage and still score a hard knockdown in field phase, allowing you to followup with a meaty mixup:
5YY (jump cancel) j.6YY (land) 6Y, Dashx2
The timing on the dash means you are right over your opponent with frame advantage. As long as you don’t buffer, your 2Y and Seismic Toss both hit the opponent perfectly as they get up and shut down the vast majority of their wakeup options. Heaven forbid your opponent does any sort of counter attack here–that’s another 200 damage. A simple jab combo and command grab has netted you over half life vs the whole cast, and you still haven’t switched phases, and you’re still pressing mixups post command grab.
And this is just combos and setups. Charizard has a blistering amount of options in the air- j.X, jYY, j6YY, Glide, J.A… and if your opponent is thinking about all that, he’s probably not thinking about Fire Punch Cancels into Flight Stance. All of this mental stress, all from a single blocked jab or tail, is just the tip of the volcano.
If you want to blaze past the competition, have your Charizard forget it’s old ways and teach it some new jump cancels.
Street Fighter fans will know that the game’s latest installment has seen Ibuki ditch her classic ninja duds in favor of a more school girl-themed outfit. What may surprise some, however, is that Capcom outsourced the creation of the new model for this returning character. Fans of the redesign have freelance artist Marie-Michelle Pepin, who has worked on a plethora of other projects from XCOM 2 to Diablo III, to thank for bringing the kunoichi to life in a new light. There’s a lot of detail to be found in Ibuki’s new design, with new features complimented by callbacks to her classic design like her returning facemask and ponytail.
We’ve included a handful of shots below, and you can check out more high-res screenshots at Pepin’s ArtStation. You can find her full portfolio here.
Among the four new characters added to Street Fighter V’s launch roster, F.A.N.G is the most bizarre. His ability to poison the opponent–passively causing damage over time–opens up a brand new way of approaching the fight, but his unusual moveset is a challenge to apply effectively. EG|Momochi has added F.A.N.G to his SFV video lecture series, covering the basics of using F.A.N.G’s specials to combo, cross-up, and keep opponents poisoned as long as possible.
He also discusses using the assassin’s unblockable V-Skill to test your opponent’s mindset, and taking advantage of the V-Trigger to easily poison your foe while under pressure or escaping. This video is a strong start for players looking to climb the ranks of Shadaloo with what Momochi calls a “difficult” character.
Earn your place among the Four Heavenly Kings by watching cR|Sonic Fox’s F.A.N.G take on PG|Filipino Champ, and others. Momochi’s Street Fighter V lecture series most recently covered the basics of Dhalsim and Laura.
Every Tuesday the cream of the crop from the UK Street Fighter scene meet at Capcom HQ to duke it out among themselves for the viewing pleasure of fans around the world. This Tuesday was no different, but this time they had the opportunity to get their hands on something new: Street Fighter V’s next DLC character, Ibuki.
In the footage below–nearly two and a half hours in total–Logan Sama and Capcom’s Matt Edwards break down what the character can do, and let some of Europe’s best Street Fighter 4 Ibuki mains, F-Word and Damascus, show off what she’s capable of in a succession of matches.
This is our first extended look at this iteration of Ibuki, and the session doesn’t disappoint. Not only are Ibuki’s abilities thoroughly explored for viewers, there are also plenty of entertaining matches to go along with the informative commentary.
Tier lists are one way to look at how characters stack up, but actual usage rates at competitive events can sometimes tell a different story. Fighting game enthusiast Koga compiled a handy chart that speaks with pure data. It displays each character in Street Fighter V and counts how may times they’ve been picked, or used as a counter-pick, in Capcom Pro Tour events.
Ken edges out Necalli by a single choice, with Karin and Nash hot on their trail. The characters with the least representation are Zangief, Alex, Guile, and Rashid, with the gadget-loving fighter not seeing any top 8 performances as of the end of May.
What are your thoughts on the chart? Will we finally see a Rashid in top 8 in the near future? Let us know in the comments.
Earlier today Red Bull announced that they will be running a series of Street Fighter V tournaments, dubbed “Red Bull Proving Grounds,” in six select cities throughout North America: Los Angeles, Chicago, Atlanta, Seattle, Philadelphia, and Toronto. This tournament series is separate from the Capcom Pro Tour, but will offer a chance to earn a qualifying spot for the CPT for the player who emerges victorious.
Here’s the trailer Red Bull released to promote the Proving Grounds series:
These tournaments will be run as a series of events over the months to come, culminating in a final, all-expenses paid trip to an event to be held at Red Bull eSports Studio at Red Bull HQ in Santa Monica, CA. There are slots for three people to qualify from each American city, and one slot for Toronto. The winner of the finals event will be given the opportunity to play in the CPT North America Finals at Red Bull Battle Grounds from November 4-6 in Seattle.
It appears that Red Bull has decided to tap into the existing talent within the FGC, as each region’s event series will be run by well established tournament organizers from the grassroots FGCs within their respective areas. These organizers include:
Eric Small of bigE Gaming (Philadelphia)
Larry Dixon of Final Round (Atlanta)
Alex Valle and Jimmy Nguyen of Level Up (Los Angeles)
Noah Vandercook of Ignite Gaming Lounge (Chicago)
Deniz Bengisoy and Chris Anderson of Northwest Majors (Seattle)
Justin Baisden of Super Steel City Fight Nights (Toronto)
The structure for earning points towards a qualifying spot for each region by playing in the Proving Grounds tournament series is as follows:
1st: 300 points
2nd: 250 points
3rd: 225 points
4th: 200 points
5th: 175 points
7th: 150 points
9th: 125 points
13th: 100 points
17th: 75 points
25th: 50 points
33rd: 30 points
49th: 20 points
65th or lower: 10 points
For information on the rules of these tournaments, head on over to the Red Bull eSports page’s official announcement.