Use Assists to Stop Shadow Mewtwo’s Vortex in Pokkén Tournament

IG|Nightshade took the time to shed some light on one of Pokkén Tournament’s most powerful moves: Shadow Mewtwo’s Vortex. Performed by using X to cancel his Psywave, this move is considered a counter, pierces other counters, jumps, does good chip, hits the top of the screen vertically, and is safe on block. It’s hard to have a better grab bag of good properties.

As Nightshade demonstrated on his stream recently, however, the move can still be challenged on wakeup by the full cast, so long as you are prepared with the right assist. He spends a good 40 minutes testing various supports and theorizing the effects of each, but some of the most notable examples include:

  • Ninetails’ Will O’ Wisp – This arguably underused Disrupt posses invincibility, causes an attack decrease, and breaks the counter property of Vortex.
  • Magneton’s Tri Attack – Though the defender’s armor will get pierced by Vortex, Magneton will still shoot Shadow Mewtwo out of the sky, scoring greater damage and two status debuffs.
  • Rotom’s Thunder Shock – This fast charging, popular anti-jump disrupt cleanly knocks Shadow Mewtwo out of the air, but provides no defense for the user. There will almost always be a trade that results in both Pokémon crumpling to the floor.
  • Magikarp – Vortex cannot stop falling fish.

The versatility that assists provide, combined with the fragile lifebar of Shadow Mewtwo, can mean a lot more risk than many may realize for the edgier Mewtwo.

Sources: Nightshade

Latest Killer Instinct Season 3 Patch Brings Gargos, Bug Fixes, and Balance Galore

The most recent patch for Killer Instinct Season 3 went live just a short while ago, and with it came a plethora of bug fixes and balance changes as well as the game’s newest character, Gargos. Those who have purchased the Ultra Edition of the game can currently take the winged monstrosity into battle.

Some of the changes to the game include a 10% damage nerf to Glacius’ ranged Auto Doubles, the removal of Thunder’s hard knockdown from Light Sammamish, Kim Wu’s Dragon stocks now refill during hitstun while in Instinct Mode, and Orchid’s air throw can (finally) be broken. There are, of course, many more changes, which you can give a look for yourself in the complete patch notes below.

If you’re looking to learn more about Gargos, you can find (nearly) anything you could possibly want to know about him here.

Killer Instinct Season 3 ver. 3.1.5 Patch Notes

Brand New Features!

  • Added New Character – Gargos
    • Default Costume
      • Accessories (3 Sets)
      • Color Variations (9 Colors)
    • Retro Costume
      • Accessories (3 Sets)
      • Color Variations (7 Colors)
    • Combo Assist Support
  • Added ability to make a Gargos Shadow in Shadow Lab

General Bug Fixes

  • Fixed a crash that would occasionally occur when signing out of a profile on the Main Menu
  • Fixed a softlock that would sometimes occur when the player simultaneously pressed A and B on “Save Shadow Data”
  • Fixed an issue where watching a replay of a Shadow Survival or Survival match would cause Current Health at the end of the replay to carry over into a new Survival match
  • Fixed an issue in Training Mode where Mira would remain invisible when the player reset her position while she was in mist form during her Ultra Combo
  • Fixed an issue where some of Retro Mira’s VFX would be missing in a mirror match
  • Fixed an issue where you would briefly see Mira’s scythe below her during her Aerial Counter Breaker
  • Fixed some accessory lighting issues with Aganos, Sabrewulf, and Kim Wu on Forbidden Archive

System Changes:

  • Fixed a bug causing the attacker in a throw tech situation (the one who initiated the throw) to not be pushed back by the throw tech, resulting in closer-than-expected positioning, especially noticeable in the corner.

Glacius:

  • Lowered damage of Ranged Auto Doubles by ~10%
    (This change was to make them more in line with Gargos’ ranged auto doubles, which also deal less damage than his close auto doubles. Because of the way Combo Breakers work in S3, it makes more sense to us to give Glacius players a choice between maintaining range for less damage, or transitioning his combo into a close ranged one for full damage, rather than just doing the same thing all the time. Glacius’ keep away abilities and damage are pretty outstanding in Season 3, so this small damage adjustment shouldn’t hurt him too much.)

Thunder:

  • Light Sammamish no longer causes a hard knockdown.
    (This change was to put the invincible reversal version of Sammamish in line with other invincible reversals. We feel that he should not be getting great mixups after landing this.)

Orchid:

  • Her Air Throw is now breakable in combos as if it were a normal hit. You break it using LP+LK, but Orchid can also counter break you for trying, so be careful!
    (This lead to a lot of unbreakable damage for the last 2 years of play. Now that we’ve developed tech to allow air grabs and anti-air grabs that don’t end combos to be breakable within the combo system for Gargos, we’ve added this tech to Orchid to bring her more in line. Orchid players still have her new air target combos that continue juggles to mix in with her air throw combos to keep opponents guessing and lock them out.)

TJ Combo:

  • Advantage Ender now occurs much quicker to make followup mixups much more surprising as they flow with the speed of TJ’s Combos.
    (While the setups after Advantage Ender can be pretty good, both players do have quite a lot of time to think about them due to the speed of the old version of this animation. The new version is much snappier and keeps TJ flowing like he should. We think TJ players will like this change and we expect to see the Advantage Ender a bit more often as a result.)

Aganos:

  • Fixed an issue that caused damage to Aganos’ walls if he performed a Ground Bounce or Recapture on his opponent.
  • Fixed a bug causing an inconsistency in the recovery time of Ruin after hitting an armored character.

Aria:

  • Fixed a bug causing her Level 1 Explosive Arc ender to whiff Mira at very close range.

Shadow Jago:

  • Various changes to Jumping Heavy Punch
    • Fixed a bug causing Jumping HP to hit only 2 times instead of the intended 3 (he flips 3 times).
    • Reduced the attackbox size on Jumping HP so they reach above him less and cover less space overall.
    • Increase the vulnerable box size during Jumping HP to make this move easier to anti air.
    • Reduced the blockstun inflicted by Jumping HP by 12 frames, leaving Shadow Jago roughly even with his opponent on landing when this move is blocked.
      (These changes should go a long way into making use of this move less thoughtless, and encourage Shago players to use jumping attacks with less coverage if they want to maintain frame advantage when landing. This is still a powerful jumping attack, however.)

Kim Wu:

Kim has a few buffs below. We notice that when most players ask for buffs, their suggestions are to simply remove a character’s weaknesses. This solution doesn’t work. Instead, we’ve chosen to tweak a few things that should enhance Kim’s strengths. Read on.

  • When returning enemy projectiles with Firecracker, different strengths will now send Dragon Cannons at different angles.
    • Light Firecracker returns a horizontal Dragon Cannon, just like before.
    • Medium Firecracker returns a 30 degree up angled Dragon Cannon.
    • Heavy Firecracker returns a 60 degree up angled Dragon Cannon.
    • Shadow Firecracker returns 3 Dragon Cannons, one at each angle.
      (The team felt it was a bit too easy to simply jump over the Dragon Cannons being returned by Kim, so we added angle options to make it far less predictable.)
  • Increased walk speed by 15%
    (Kim is a ground based, footsie heavy character, but we felt she should use just a little better walk speed to really find success with this gameplan.)
  • Her forward dash now finishes in 17 frames (down from 22 frames)
    (This should also help with the overall ground positioning and mobility needed to be a very successful footsie style character.)
  • When the Dragon Counter (Parry) is successful and the resulting explosion hits the opponent;
    • It now causes a hard knockdown vs airborne opponents
    • It deals 20 damage to the opponent
    • It builds some shadow meter for both Kim Wu and her opponent
      (We wanted to increase the reward for a success parry slightly, and feel these changes should help. Anti-air parry, in particular, should now be a fairly powerful option.)
  • Removed the restriction preventing Dragon Stocks from refilling during Instinct if Kim was in a reaction or knocked down.
    (This was a holdover from a previous instinct ability we tried on Kim during development. Since that is not in the game, it doesn’t make sense to prevent Dragon generation while being hit anymore, and we aren’t sure why we left it there in the first place. This should give Kim players a much more predictable number of Dragons during Instinct.)
  • Fixed a bug causing her vulnerable boxes to change size when using rapid fire Standing Light Punch

Tusk:

  • Tusk’s Deflects now reset the combo state so that the followup hit can deal the same damage as the non-Deflect version of the move, but not add any potential damage to the opponent.
    (We noted this change was coming in the 3.1 patch notes, but here it is! Deflect versions of Tusk’s moves no longer leave any potential damage behind on the opponent. While Tusk’s raw damage is untouched, and this change technically makes his Deflected moves hit harder than they did in 3.1, the combo after will not start at an increased ender level.)

Arbiter:

  • Moved the first active frame of Crouching Gun Butt back one frame (used to hit on 12, now it hits on 13). Added 2 additional frames of active time onto the end of Crouching Gun Butt, making it active for 1 frame longer over all.
    (This change helps with the change below to prevent this Heavy Command normal from being used as a Medium manual, while also making it a slightly better anti air when used early.)
  • Moved the Manual Cancel window on Medium Linker Truth Seeker (qcf+P) from frame 29 to 31 to prevent Crouching Gun Butt (Heavy) from being used as a Medium Manual.
  • Moved the Manual Cancel window on Medium Mercy’s Demise (qcb+P) from frame 30 to frame 28 to ensure that Crouching Medium Punch was able to connect as a manual here.

Rash:

  • Fixed an issue preventing players from canceling Battlemaniacs Beat Em Up combos into Ultra.

Mira:

  • Fixed a bug causing her Lv4 Reaping Ender to fan a Kick Burnout.
  • Fixed a bug that could cause some auto doubles to whiff after long distance QCB+HP recaptures.
  • Fixed a bug causing the post-superflash portions of her Shadow Moves to autocorrect unexpectedly.
  • Fixed a bug that allowed her to land a Heavy manual off of a Medium Reaping Linker.
  • Fixed a bug preventing Mira from canceling openers into Doubles, Linkers, Enders, or Ultras if her opponent was hit by her projectiles during the move.
  • Fixed a bug causing her crouching LK to be -5 on block instead of -3 like the chained crouching LKs are.

No changes for:

  • Jago, Sabrewulf, Sadira, Spinal, Fulgore, Maya, Omen, Kan Ra, Riptor, Cinder, Hisako

Source: Ultra-Combo

Nintendo of America Partners with CEO Gaming to Help Run Super Smash Bros. Melee and Super Smash Bros. for Wii U

In an announcement which promptly crashed CEO’s official website, Nintendo of America officially revealed via Twitter that they will be supporting CEO 2016 in its running of tournaments for both Super Smash Bros. for Wii U and Super Smash Bros. Melee. Now, support for Wii U Smash is all but expected from Nintendo, but this is one of the rare occasions where Nintendo is openly supporting the Melee community at a tournament.

Nintendo has not shied away from assisting with the running of Smash tournaments, being an official sponsor for Genesis 3 earlier in the year and also helping save Apex 2015 when that tournament collapsed in on itself. I imagine this partnership will take the form of providing additional Wii U and maybe GameCube setups for both tournaments, but who knows what else could be in store? The Twitterverse has already exploded with several people claiming this is the coming of Melee HD, and seeing as CEO is post-E3 where Nintendo is not showing anything else of beside Zelda, maybe CEO could be the perfect place to debut such a title.

We can only hope.

Source: Nintendo of America

Keep the Pressure On with Necalli’s Midscreen Stomp

Necalli may not have the best footsies in Street Fighter V, but when the ancient warrior hits you, he hits hard. Sometimes though, he has to sacrifice stage positioning for damage, and that leaves him with the onerous task of finding another opening.

Necalli’s V-Trigger turns him into a faster, stronger killing machine and offers him a plethora of new options to put the pressure on. Enter Brian_F, who has explored how Necalli can make use of stomps to keep pressure on even after finished combos. In the video below he breaks down the options, how they work and the rewards you can get timing things just right. In fact, he even covers dealing with your opponent’s adjustments.

If you’re a fan of the bestial combatant, this looks like it’s going to be a key part of maintaining your offense so make sure to watch the video below and start working out how to add it to your game.

Source: Brian_F

Get 10% Off Select HORI Arcade Sticks from Paradise Arcade at Combo Breaker

Major fighting game tournaments are often the best times to pick up a new arcade stick thanks to the discounts that manufacturers and vendors sometimes give during the event. This weekend’s Combo Breaker tournament is no exception.

For anyone looking to pick up an arcade stick stick at Combo Breaker,  Paradise Arcade Shop is offering a special 10% discount on the Real Arcade Pro 4 Kai and Real Arcade Pro Premium VLX Kuro.

Interested parties can simply order online via Paradise Arcade’s website and they can pick up the stick at their booth at Combo Breaker.

In addition to these, those who order the above sticks can also avail of the 10% discount on some of Paradise Arcade’s specialist products, such as their own OBS-MX line that allows you to use Cherry MX switches on Sanwa buttons and a range of multi-console converters and PCBs from Brook.

Source: Paradise Arcade Shop via Combo Breaker

Capcom Pro Tour Rules Discussion and Interview with Xian Featured on The Daily Dot’s Best of III

In the latest episode of Best of III, The Daily Dot eSports squad discusses some recent major events including Toryuken, Stunfest, and Lima Salty 3. They also briefly mention Capcom’s recent rulings regarding sponsorship.

The special guest in this episode is none other than Evolution 2013 champion, Razer’s Kun “Xian” Ho, who talks about his recent performances, playing F.A.N.G, and what’s in store next. The next event Xian will be attending is Street Fighter V Crash.

Check out the hour-long segment to hear more fan questions directed at Razer|Xian.

If you missed The Daily Dot eSports’ recent interview with Julio Fuentes, you can check that out here.

Source: Daily Dot Esports

JoJo’s Bizarre Adventure: Eyes of Heaven Demo Now Available on PlayStation 4

A free, playable demo of the most recent JoJo-inspired game was made available with this week’s PlayStation Store update.

For anyone who is not a big fan of the manga and anime series, JoJo’s Bizarre Adventure, it is completely understandable to overlook the upcoming fighting game releasing on PlayStation 3 and PlayStation 4, but for those faithful to the series, JoJo’s Bizarre Adventure: Eyes of Heaven is a godsend.

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On top of being an entertaining brawler, the game is loaded to the brim with fan service. JoJo enthusiasts will be treated with all the style and action that the series is known for. The game also has its own unique story that was made under the supervision of series creator, Hirohiko Araki.

Within the game, players are engaged in intense two-on-two battles while using the environment to their advantage. Characters are able to interact with one another with tag team combinations and special attacks, known as “Dual Combos” and “Dual Heat Attacks” respectively. Additionally, certain characters are given unique dialogue depending on who is paired with whom.

jojoex01_cs1w1_1920x1080

The main attraction to the demo is Story Mode. It includes a couple of cutscenes and a few fights to give players an idea of the pace and direction of the game. It also shows off a brief exploration section. These sections will be at a much larger scale within the full game, spanning cities, castles, and alternate dimensions.

There is also a Free Battle Mode which allows players to test out the game’s mechanics even more. There are only four characters available but the official website promises that the final product will have over 50 characters spanning all eight of the JoJo storylines.

After playing through the entirety of the demo, I found myself instantly hungry for more. From only watching the trailers, I was more interested in the story instead of the actual gameplay. But after experiencing the combat mechanics firsthand, I became much more enthusiastic about the battle system, which is fantastic because this is a fighting game after all!

JoJo’s Bizarre Adventure: Eyes of Heaven is developed by CyberConnect2 and published by Bandai Namco. The game released late last year in Japan, but will be receiving a North American release on June 28, 2016, and a European release on July 1, 2016.

Sources: Bandai Namco, Anime News Network

JoJo’s Bizarre Adventure: Eyes of Heaven Demo Now Available on PlayStation 4

A free, playable demo of the most recent JoJo-inspired game was made available with this week’s PlayStation Store update.

For anyone who is not a big fan of the manga and anime series, JoJo’s Bizarre Adventure, it is completely understandable to overlook the upcoming fighting game releasing on PlayStation 3 and PlayStation 4, but for those faithful to the series, JoJo’s Bizarre Adventure: Eyes of Heaven is a godsend.

maxresdefault (2)

On top of being an entertaining brawler, the game is loaded to the brim with fan service. JoJo enthusiasts will be treated with all the style and action that the series is known for. The game also has its own unique story that was made under the supervision of series creator, Hirohiko Araki.

Within the game, players are engaged in intense two-on-two battles while using the environment to their advantage. Characters are able to interact with one another with tag team combinations and special attacks, known as “Dual Combos” and “Dual Heat Attacks” respectively. Additionally, certain characters are given unique dialogue depending on who is paired with whom.

jojoex01_cs1w1_1920x1080

The main attraction to the demo is Story Mode. It includes a couple of cutscenes and a few fights to give players an idea of the pace and direction of the game. It also shows off a brief exploration section. These sections will be at a much larger scale within the full game, spanning cities, castles, and alternate dimensions.

There is also a Free Battle Mode which allows players to test out the game’s mechanics even more. There are only four characters available but the official website promises that the final product will have over 50 characters spanning all eight of the JoJo storylines.

After playing through the entirety of the demo, I found myself instantly hungry for more. From only watching the trailers, I was more interested in the story instead of the actual gameplay. But after experiencing the combat mechanics firsthand, I became much more enthusiastic about the battle system, which is fantastic because this is a fighting game after all!

JoJo’s Bizarre Adventure: Eyes of Heaven is developed by CyberConnect2 and published by Bandai Namco. The game released late last year in Japan, but will be receiving a North American release on June 28, 2016, and a European release on July 1, 2016.

Sources: Bandai Namco, Anime News Network

Who Are the Better Street Fighter V Players: Tekken Titans or Street Fighter Mainstays? Find Out with ArcadeStream’s 5-on-5 this Friday

One of the most amazing aspects, in my personal opinion, of Street Fighter V to date has been the crossover appeal that it has garnered within the fighting game community at large. Many games have existed in their own isolated communities over the years, with few players truly crossing over outside of casual, passing interest in other titles. Even fewer broke out in their secondary games to make an impact on the competitive scenes of those games.

With Street Fighter V, that is clearly changing. One of the most notable scenes for this to date has been Korea, which has scene an influx of players from Tekken and The King of Fighters branch out to Street Fighter V with varying degrees of success. In Street Fighter Crash, two players that got their start in Tekken–Sazabi and 200won–are on one team in the Top 4 of the event, poised to take home fight money in their first big event of the game.

With the new Street Fighter blood crossing over from Tekken, one question in Korea is whether these players who have their roots in 3D fighting will be able to be strong and competitive against players who have cut their teeth primarily on the 2D plane. While Tekken players’ results at Evo will definitely be a strong litmus test, Drakefang from ArcadeStream seeks to be the first person to answer that question.

On Friday night in Korea (Friday morning in America), ten players will converge in a 5-on-5 team battle between Team Arcade Stream and Team Tekken. While nothing is on the line, it will be an interesting test of how well Tekken players are transitioning into the game, especially with the names attending.

Team Arcade Stream:

  • [TAS] RagingStormX (USA – Vega)
  • [TAS] SamsonK (USA – Chun-Li)
  • [TAS] Mag9xmitsuko (USA – R. Mika)
  • [TAS] zZInsaneZz (Brazil – R. Mika)
  • [TAS] ROF (Australia – Birdie)

Team Tekken (All Korean):

  • Knee (?)
  • Sazabi (Zangief)
  • 200won (R. Mika)
  • RedStar (Ken)
  • Narak HOF (Zangief)

What is interesting to note is that each match will be played best of 3, with every team member playing one another, with the best aggregate score winning the exhibition. Also of note is that this event is not character locked like most team exhibitions, which means counter-picking is entirely possible.

Want to see which discipline stands tall at the end? Tune in at 7 AM EDT Friday, May 27th (4 AM PDT) to find out!

Source: ArcadeStream

Who Are the Better Street Fighter V Players: Tekken Titans or Street Fighter Mainstays? Find Out with ArcadeStream’s 5-on-5 this Friday

One of the most amazing aspects, in my personal opinion, of Street Fighter V to date has been the crossover appeal that it has garnered within the fighting game community at large. Many games have existed in their own isolated communities over the years, with few players truly crossing over outside of casual, passing interest in other titles. Even fewer broke out in their secondary games to make an impact on the competitive scenes of those games.

With Street Fighter V, that is clearly changing. One of the most notable scenes for this to date has been Korea, which has scene an influx of players from Tekken and The King of Fighters branch out to Street Fighter V with varying degrees of success. In Street Fighter Crash, two players that got their start in Tekken–Sazabi and 200won–are on one team in the Top 4 of the event, poised to take home fight money in their first big event of the game.

With the new Street Fighter blood crossing over from Tekken, one question in Korea is whether these players who have their roots in 3D fighting will be able to be strong and competitive against players who have cut their teeth primarily on the 2D plane. While Tekken players’ results at Evo will definitely be a strong litmus test, Drakefang from ArcadeStream seeks to be the first person to answer that question.

On Friday night in Korea (Friday morning in America), ten players will converge in a 5-on-5 team battle between Team Arcade Stream and Team Tekken. While nothing is on the line, it will be an interesting test of how well Tekken players are transitioning into the game, especially with the names attending.

Team Arcade Stream:

  • [TAS] RagingStormX (USA – Vega)
  • [TAS] SamsonK (USA – Chun-Li)
  • [TAS] Mag9xmitsuko (USA – R. Mika)
  • [TAS] zZInsaneZz (Brazil – R. Mika)
  • [TAS] ROF (Australia – Birdie)

Team Tekken (All Korean):

  • Knee (?)
  • Sazabi (Zangief)
  • 200won (R. Mika)
  • RedStar (Ken)
  • Narak HOF (Zangief)

What is interesting to note is that each match will be played best of 3, with every team member playing one another, with the best aggregate score winning the exhibition. Also of note is that this event is not character locked like most team exhibitions, which means counter-picking is entirely possible.

Want to see which discipline stands tall at the end? Tune in at 7 AM EDT Friday, May 27th (4 AM PDT) to find out!

Source: ArcadeStream