Scene veterans Brett and St1ickBuG recently began a podcast dedicated to the airdasher subgenre. After their introductory episode, the duo’s latest tackles a recent blog post by Machaboo, a translated version of which you can find on Reddit. The post takes a beginner’s approach on having a mindset that’s applicable to growing as a fighting game player.
Brett and St1ckBug discuss at length player attitudes and common behaviors. They point out how pride can get in the way of one of the simpler ways to get better, which is asking everyone questions and accepting advice. Being open-minded is the basis for growing as a player, apart from hours of grinding in training mode.
Be sure to hit them up on Twitter and Twitch with questions as suggestions, as they’re open to shaping the podcast with some community involvement.
Because Rivals of Aether is still in early access, the game sees frequent updates adding all manner of content ranging from new characters and stages to new modes and, of course, gameplay tweaks.
Earlier today, the game received a patch moving it from version 0.13.0 to version 0.14.0, and with the new version came a host of new features–everything from a Ranked Mode to characteristics of certain moves changing. Thankfully, Risuno of the Beefy Aether Doods is on hand in a new video to break down what’s changing and what’s new in this version of the platform fighter.
You can check out the video below, and continue on to see the full patch notes.
Rival of Aether ver.0.14.0 Patch Notes
GENERAL
Tutorial mode added – Learn about the mechanics of Rivals of Aether from your good friend Orby!
Local Menu rearranged to better organize the different modes.
Rumble feature added for Xinput controllers. Rumble can be turned on/off on a per-profile bases in the custom controls menu.
Drift DI is now dependent on your horizontal speed in hitstun. When moving under 5 pixels per frame, you get the full effect of drift DI. When moving over 10 pixels per frame, you get 1/2 of the full effect. In between those two speeds is a linear gradient. This change increases the effectiveness of horizontal kill moves.
Added whiff landing lag to certain aerials, which means the move will not autocancel if it misses. This mechanic serves to make certain aerials very slightly more punishable on whiff (e.g. Forsburn Dair).
Increased the time of flinches caused by Jabs from 13 > 16 frames to ensure that more grounded Jabs into Tilts cannot be countered with a parry.
Crouch Canceling max knockback increased from 6 > 8.
Crouch Canceling Flinch Time reduced from 13 > 9.
Crouch Canceling is a stronger defensive option now for players to experiment with, particularly against projectiles which can be hard to parry during online matches.
Attack, Special, and Strong Buffers are cleared when leaving hitstun into tumble state, requiring players to time their Combo Breaker tool instead of mashing them. (example: Zetterburn Neutral Special)
Shockwaves now appear when you are hit with a move that would kill you with no DI or drift DI.
Previously, any move over a certain knockback value would create a shockwave.
The HUD now has visual feedback for player damage and deaths.
Bug Fix: Diagonal directional inputs are now processed the same in local and online modes. Up and down are now prioritized over left and right in online mode.
Bug Fix: Parrying an opponent’s Uspecial will no longer cause them to have weird momentum shifts. This mostly affects Wrastor and Maypul.
ZETTERBURN
Zetterburn is still doing well but can struggle because of his limited movement options particularly in the air. We wanted to give players the ability to use Down Special in more interesting ways as well as make Neutral Special feel a bit smoother by lowering its hitpause making the jump cancel more reliable.
Aerial Dspecial now gives a forward and upward boost.
Nair landing lag 10 > 7.
Whiff landing lag added to Dair.
Uncharged Nspecial hitpause 7 > 3, making combos more fluid by allowing players to jump cancel it more consistently.
Charged Nspecial can be jump-cancelled again.
Charged Nspecial now has the same knockback as uncharged Nspecial. This is because charged
Neutral Special didn’t feel like an earned KO nor was it particularly fun to play against. Instead we are making it safe again but lowering its effectiveness at high percents.
Dair knockback scaling .5 > .65. This makes the spike more powerful than some of the others in the game giving Zetterburn a bit of off stage power to make up for the risk of being off stage.
Dair hitbox height 50 > 75 (reaches the same distance downward, but farther upward).
Uair sourspot hitbox resized and moved to match the animation better.
Uair sweetspot moved to be in the center of the animation.
Dspecial knockback scaling .65 > .55.
Dspecial landing hitbox centered and resized 130×70 > 120×60.
Bug Fix: Can no longer airdodge out of Uspecial after it was parried.
Bug Fix: Fixed hurtboxes for Uair, Ftilt, and Ustrong.
ORCANE
Orcane is best whale dog 2015 and 2016 now. Congrats to Orcane.
Whiff landing lag added to Bair and Uair.
Uspecial sweetspot base knockback 12 > 11, scaling 1.45 > 1.4. This is to slightly reduce its effectiveness as a parry punish.
Uspecial sourspot scaling 1.05 > 1.1. This is to make the regular hit a bit more potent.
Bubble butt hitbox width 30 > 20.
Bubble butt hitbox moved closer to Orcane’s body. These two are to reduce the disjoint of bubble butt as it is risky to throw yourself at opponents.
Bubble SDI effectiveness increased from 50% to 100%.
Bug Fix: Fixed hurtboxes for Ustrong, puddle Ustrong, puddle Fstrong, and puddle Fspecial.
Bug fix: Orcane puddle can now exist on a moving pillar.
WRASTOR
For Wrastor, we are still trying to balance him out by removing reliance on Tornado and spreading out his KO potential elsewhere. We also wanted to make his Jump Canceled tilts more noticeable as many players were not even aware the mechanic existed.
Nair landing lag 16 > 8.
Whiff landing lag added to Fair, Bair, and Dair.
Nspecial SDI modifier x1 > x2.
Nspecial horizontal acceleration and speed reduced from .75x normal to .65x normal.
Nspecial Final hit knockback scaling reduced from .7 to .55.
Nspecial min time 42 > 40, max time 62 > 60.
Fspecial recovery 7 > 11.
Sourspot Fstrong base knockback 5 > 6.
Extended parry lag on strong attacks (extends parry lag to ~57 frames usually).
Dair hurtbox extended to reduce disjoint.
Prat land time 14 > 24.
Uspecial sweetspot scaling 1.1 > 1.25.
Bair knockback scaling .6 > .8, active frames 10 > 2 (turned into a sweetspot).
Second hitbox added to bair with the same knockback and active frames of the previous bair, but a smaller hitbox.
Wrastor can jump-cancel his tilts immediately after the last hitbox hits instead of only during the recovery frames (makes a 2-3 frame difference). This is because Wrastor has jump cancelled tilts as part of his design but they never felt impactful due to the late cancel opportunities. The recovery on each tilt was increased to balance out the risk of each.
Wrastor Ftilt Whiff Lag increased from 16 > 18.
Wrastor Dtilt Recovery increased from 12 > 14.
Wrastor Utilt Recovery increased from 12 > 14.
Wrastor Uair now has a center hitbox that deals 6 damage and knocks very slightly higher than the other hitboxes.
Bug Fix: Parrying Dspecial will no longer send him forward.
Bug Fix: Hitting with the last frame of Wrastor Dspecial will no longer cause him to fall to the ground instead of doing a backflip.
Bug Fix: Fixed hurtbox for Dstrong.
KRAGG
For Kragg, we wanted to address Pillar Spam even more as the move is still leaned on by many players particularly online. We have made it more risky for Kragg to use pillar on stage by increasing his landing lag after falling off a broken pillar. We also normalized the end lag for throwing rocks.
Fair autocancel frame 24 > 15 (autocancels right after the active frames).
Fair landing lag 10 > 9.
Dair endlag 10 > 16.
Whiff landing lag added to Fair and Dair.
Prat fall horizontal acceleration .85 > .5. Makes Kragg more easily punished when his pillar is broken.
Dstrong whiff lag 0 > 18 (normally 14 endlag).
Nthrow and Fthrow endlag 5 > 10.
Uthrow endlag 4 > 10.
Dthrow endlag 8 > 10.
Fstrong scaling 1.1 > 1.25.
Fstrong startup 22 > 24.
Rock’s horizontal momentum when deflected is now based on damage of the deflecting move.
Increased the range to pick up rock from 4px to 12px.
Wrastor’s slipstream goes behind rocks visually, increasing rock visibility when simple effects are turned on.
Added sound effect when rock is deflected.
New animation for Back Air to make it easier to see on backgrounds the same color as Kragg.
Pillar now has an offscreen indicator.
Prat Land time after falling off a broken pillar increased from 11 > 30. Remains 11 when landing after a pillarless Up Special.
Opponents can now tech on top of a pillar to avoid being put into Prat Fall during the tech frames.
Bug Fix: Removed Kragg’s ability to pull multiple rocks by himself (not the glitch that requires multiple Kraggs)
FORSBURN
For Forsburn we wanted to add some counter play to the cookie cutter combo approach of only using smoke for Combust. Now opponents can knock smoke out of Forsburn with powerful attacks and Forsburn has to work a bit harder to get the smoke.
Getting hit by a move with over 15 knockback will cause Forsburn to lose all smoke charges.
Uspecial upward leniency 96 > 50. Makes recovering from below the stage a bit more strict.
Nair landing lag 6 > 7.
Dair landing lag 7 > 8.
Dair spike angle 270 > 290.
Whiff landing lag added to Dair and Nair.
Dash attack base knockback 7 > 8.
Forsburn now gets smoke on inhale 5 frames later, meaning he can be interrupted more easily.
Whifflag on dstrong 0 > 30 (normally 20 endlag).
Directional input for Fspecial is read earlier in the attack, preventing accidental side swapping with the clone.
Fstrong hit 1 causes Kragg to lose more speed than before so that Forsburn isn’t punished for turning Kragg around when spaced properly.
MAYPUL
For Maypul, we wanted to keep her a fast character with quick options but wanted to reduce reliance on Neutral Air by giving it some whiff lag and lowering the disjoint. We also wanted to lower the amount of guaranteed KOs that Maypul gets from wrapping opponents with Strong Attacks by pushing the percents up.
Dash Attack whiff lag 16 > 20.
Nair landing lag 16 > 9.
Nair autocancel frame 4 > 2.
Nair hurtbox extended.
Dair landing lag 5 > 7.
Bair hurtbox extended.
Base wrap frames 30 > 24, wrap scaling .2 > .14.
Whiff landing lag added to Nair and Dair.
Jab hit 2 base knockback 4 > 5.
Jab hit 2 whifflag 0 > 13.
Dtilt width 100 > 70 (reaches the same distance forward, but not as far back). This is to reduce her insane tech chasing ability.
Aerial dspecial goes into special fall. To make it more consistent with Forward Special and give it some counter play when used mid combo.
Plant attack active frames 3 > 1. Makes rolling to avoid the attack more consistent.
Walljump now goes slightly outward instead of straight up.
Uspecial Sling base increased from 4 > 6. Sling Time by distance increased slightly.
Bug Fix: Removed inconsistent forward burst on jab combo.
Bug Fix: If a wall is destroyed while Maypul is clinging onto it, she will automatically walljump.
ABSA
For Absa, we wanted to tweak Forward tilt to give her a faster option on tap and the long whipe we know on hold. We also wanted to rework Down Special to make sure there was some risk to putting one on yourself since the reward is still pretty great.
Ftilt now differentiates between tap/hold inputs. Halfway through the startup of the move, if you are not holding the attack button anymore, Absa will do a quicker, minimum-range Ftilt. If you are holding the attack button, she will do the full-range version. Full-range Ftilt is the same speed as before.
Fair and Bair sweetspots moved to be centered on the sweetspot visual.
Fair and Bair sweetspot size increased by 2px.
Dair Sour Spot hitbox reduced in size.
Uair autocancel frame 28 > 20.
Whiff landing lag added to Uair.
Prat fall horizontal acceleration .5 > .4.
Uspecial aerial movement restricted for a few frames longer after Uspecial finishes (before going into prat fall).
Cloud kick hitboxes are now centered on the cloud instead of Absa’s foot.
Parrying another Absa’s Fspecial no longer makes the cloud yours, destroying your existing cloud.
Instead, it just destroys the Fspecial cloud. This fixes a bug that caused Absa to not go into parry stun when Fspecial was parried by another Absa.
Cloudless Dspecial now creates a cloud at Absa’s position and starts the normal Dspecial chain around it.
Holding Dspecial will charge the move. When fully charged, the chain lightning will follow Absa.
Bug Fix: Removed double jump to Nspecial super jump.
Bug Fix: Fixed hurtboxes for Nspecial and taunt.
ETALUS
For Etalus, we wanted to beef up the damage on some of his strong attacks and clean up some bugs and awkward interactions with Up Air and Neutral Special.
Whiff landing lag added to Fair, Bair, and Dair.
Weak hitbox added in the middle of Dstrong. Etalus can be punished for hitting with this hitbox.
Bair hitbox width 100 > 120 (reaches the same distance backward, but extends further forward).
Uair separated into two separate hits. This prevents Uair from trading so favorably with other moves. On a clean hit, the move functions identically to before.
Uair has a 45 frame cooldown on hit. This is to prevent linking up to 4 Uairs on an opponent frozen on a platform.
Dstrong strong hit base knockback 7 > 6.
Dstrong damage weak hit 4 > 6, strong hit 11 > 12.
Ustrong damage weak hit 2 > 3, strong hit 11 > 12.
Ustrong weak hit hitstun modifier 1 > 1.2.
Rolling opponents are no longer invincible when frozen.
Ice will not start melting if any Etalus is using Nspecial.
Can act slightly earlier out of Uspecial (min actionable speed -3 > -8).
Fstrong Ice Hitbox reduced from 120×120 to 100×80.
Dstrong Ice Hitbox reduced from 120×120 to 100×100.
Ustrong Ice Hitbox reduced from 120×120 to 100×100.
Parrying Fspecial now destroys the icicles instead of reflecting them
Etalus AI is no longer terrible at using his recovery options. He’s still no genius but at least he isn’t terrible.
ONLINE
Ranked Mode has been added! You can play to raise your Ranked Score and ascend the Ranked
Leaderboard. Your score is based on the Elo System where wins earn you points and losses subtract points. The better the competition, the more points you will earn.
There are two brackets for Ranked Mode matchmaking during early access. Players above 1200
Ranked Score and players below. We will assess if this is working based on the size of the community and scores that we see as time progresses.
There is now information given to you about an opponent before you accept a match in matchmaking. This includes the ping (connection indicator) as well as the self-appointed region of your opponent. After accepting a Ranked Match, you will earn a disconnect if you quit or disconnect before the set is complete.
Online Stats is a new category in the online menu that allows you to check out your position on the
Ranked Leaderboard or view your in-game stats for Local, Online or Ranked.
In his ongoing video series to detail combos and tricks with characters both popular and underused, MySmashCorner has released a new guide, going through some of the advanced techniques which are unique to the amphibian shinobi, Greninja. In order to produce this guide, MySmashCorner collaborated with none other than Dennis “iStudying” Kwarteng, arguably the world’s best Greninja, to catalogue some of the special tricks that this ninja frog can pull off.
This short combo guide includes options like basic up tilt strings, falling up air extensions, uses of his Water Shuriken and Hydro Pump and even some very special Substitute conversions, if you are able to angle your counter correctly to continue your attack. The main showpiece of this guide is Greninja’s footstool combos, which are some of the most flashy in the whole of Super Smash Bros. for Wii U. Along with the tried and true neutral air to footstool lock, MySmashCorner outlines some other possible footstool setups, like using back air to lock an opponent in place, if they manage to DI correctly following the initial footstool to avoid a down air.
Check out the guide below for all the details about this stealthy Pokémon and make sure to watch iStudying’s own YouTube channel for more high level Greninja gameplay.
Editor’s note: Some responses have been slightly altered for clarity.The views expressed in this article are solely those of the interviewer and interviewee; they do not reflect Shoryuken as a whole.
“Once I eliminated Wong’s setups, I was in my element…”
If I beat fighting game community legend EG|Justin Wong in anything that he had devoted any time to, I would be profoundly proud. Part of that comes from respect of the man’s intelligence and experience, and part of that comes from the bounty that I have to believe all competitive souls feel around him.
And if I beat him in a tournament, deep within its brackets, with Mr. Wong having an insurmountable head start on exploring the meta of the day-one sport we were clashing in–well, I think I would feel, for just a moment, like I had done the impossible.
And yet, with all these facts looming above, there wasn’t even a needle scratch when AppleBoom bested Wong.
AppleBoom figures out JWong.
When no one considered it newsworthy that AppleBoom eliminated Wong from Pokkén Tournament at Final Round, it baffled me. Wong got to play the game nearly a year early, finished second at Nintendo’s Invitational Tournament, then won Nintendo’s followup Early Access tournament. AppleBoom, comparatively, attended none of these; he was armed with little more than NicoNico reposts on YouTube, and information on a little forum called PokkénArena.
My frustration came from being an invested spectator. Throughout the course of my chat with him, AppleBoom brought me back to earth; for him, it was just another opponent to prepare for.
I sent AppleBoom an interview request on PokkénArena, and to my surprise, he responded almost immediately. At the time, I was new to SRK’s writing team and expected to receive either no reply at all or a tremendous amount of scrutiny. Neither happened.
From PM to Ping, we were talking in about 10 minutes, and that length of time was my fault, not his. It’s little reminders like that that make me fall in love with the FGC all over again: We ultimately play these games together, and none of us are ever that far if you want to reach out to a player for info.
AppleBoom is a bit of an anomaly even among Pokkén players. Unlike many within this community, it wasn’t Smash he was moving over from, but other Namco fighters. His role as moderator on PokkénArena makes him a much more public face for his scene than some others, and his humbleness, a rare trait in people in general, led him to correct me–a lot. And every time it was in situations where he simply gave credit to others that he knew, or felt, didn’t belong to him.
“Gallivantz owns the site, I’m just a mod.”
AppleBoom revealed that his competitive roots are an interesting blend of FGC and Pokémon–as I talked with him, he name checked Harada and Smogon within seconds of each other.
“I was already interested in the game before it was announced,” he laughed. He revealed that his local group, prior to Pokkén, played both Pokémon and Soul Calibur 5 competitively–a Namco-made Pokémon game was always going to be a hit there. “One of my friends said ‘Tekken is like Soul Calibur for all these different reasons.’ And then I saw that Pokkén was being done by Harada, and I was like, ‘Oh, so that’s right up my alley.’”
“A big difference that a lot of fighting game players aren’t used to when they come to Namco fighters in general… Tekken, Soul Calibur…” he paused, I almost wondered if he was just reminding himself it actually was a Namco game, “…Pokkén. When you’re playing [2D games], especially air dashers, the moves are so fast that there’s absolutely no humanly possible way that you can know what’s going on all the time. Whereas with Namco fighters, in Pokkén at least, the fastest moves are i9. There’s a decent amount of endlag to them. Because of that you can actually pay attention to each individual move a lot more, and that makes for a very different experience and approach for the game.”
I asked, “So it was the particular way Namco makes its games that resonated with you, it sounds like?”
“Well, to be honest, I probably would’ve played this game regardless,” though he was just a voice on Discord, there was a palpable grin. “I would have gone with any style and been fine, but the scene around here happened to be Soul Calibur 5. And since we played that for 4 years, that’s the style we got used to. I don’t want to say that style is better or worse or particularly appeals to me–I played SFV, I played Under Night, I’ve played Smash–but I’m used to SC5. That’s kind of the same problem I have with ‘mains’ in games. I can have an interest in all these different types of characters, but I’m used to playing zoner types, so if I want to win, that’s the character I’m going to focus on.”
AppleBoom’s outlook of learning a character began to take form. We drifted into tech talk on Calibur’s frame data for a bit, and how it definitively shapes the characters in the game. As he bemoaned ZWEI, a character with some truly dreadful data in SC5, it occurred to me that he, AppleBoom, was a type that likely was guided by the tangible world of stats. Which makes sense for his Pokkén work: When there was no frame data available for the Pokkén scene, it was AppleBoom who rolled up his sleeves and captured it for the rest of the community.
“When I was first starting out in Pokkén, my first main was R. Pika. Pikachu Libre. And she ended up being very rushdown heavy. She became the most vortex-y character in the game. Something I noticed right away was Double Team–her stance–was invincible, and I wanted to know exactly how invincibile it was. We were actually waiting for someone else to do it, but no one did. So I just decided… I knew how to find frame data because of Soul Calibur, so I did. I don’t play her now, but it was helpful for me then.”
This was really where we started to get into the meat and potatoes of what drew me to him as a Pokkén figure. AppleBoom talked nearly without pause, and I could tell he was thinking about not just the data, but the way the frame data is organized to create the feel of the game itself.
“If you look at the impact frames and the block frames, they are very distinctly categorized. Throws are i9. Jabs are i13. Medium speed stuff is i17. Slow things are i21, and anything worse than that is really slow. When I was putting together the frame data that made it really easy for me to work with, to color code them into different tiers. It made it really easy to find what’s this, what’s that, what’s really negative, what’s safe, all that stuff. There’s slight variants of course, but it’s really tightly categorized.”
But he was quick to insist that his easy-to-read frame data was not a one man effort. “I had a friend, Michael Tillet. he took a course in Human and Computer Interaction–I think that was the name–while he was in university. He helped with that. It was a course about interfaces, making data look nice. I ran a lot of ideas with him. That was mainly him, to tell you the truth.”
Though it’s filtered out further now, there was a point in time where AppleBoom’s easy-to-read document could only be found on PokkénArena. AppleBoom is a mod there, and an incredibly active one. I asked him how he became involved:
“This guy from Australia, Gallivantz, he just decided to make the site for Pokkén. I stumbled on it through Google, and, you know, I just took a chance. I made an account, made a post, and just said, ‘Hey. I’ve been playing fighting games for years. Ask me questions.’ Eventually, I just became a mod.”
“I’ve got some things I want to do–I’m working on getting a wiki going on Pokkénboards. I remember in SC5, there was a lot of stuff to know but you pretty much just had to ask a high level player to find out. I didn’t like that, so that’s a focus of mine, to make information quick and easy to get. No one will have to ask. I want people, if they are interested, to be able to find answers quickly.”
Eventually, though it was great to get the scoop on how he came to find himself in Pokkén, I couldn’t dance around it any longer. I had to know. What did he do to get the W over Wong at Final Round? That doesn’t happen by accident.
AppleBoom even managed to steal wins off GO1, despite the game being out in japanese arcades for so long.
“Alright,” he reached back into his memories. “Okay, Xerick and I, we were following Pokkén since the [Nintendo sponsored] Invitational last August. I probably watched it 4 times all the way through,” he said with a sort of disbelief.
“There’s this one kind of pirate-y YouTube channel called HydeGaming,” he broke the name up a bit with a laugh, and I found out why, “Where he would just download NicoNico videos and reupload them. We would watch a lot of stuff on that channel and keep on going over things, trying to figure out what was happening. Why did this person do this, or that. We didn’t go to the Japanese sites, because, you know, we don’t speak Japanese. It didn’t hit either of us to just use Google translate.”
“Okay, so,” he sighs. He starts reliving the worst parts of a tournament: its setup. “The game comes out. Weekend of Final Round, which is crazy. It was super last minute. I kinda know Larry (Shin Blanka, Final Round’s head organizer) from doing the Soul Calibur tournaments on the East Coast. For a long time I said, ‘Hey, Larry, we should do Pokkén’ and he’s usually just ‘Ahhh I might do somethin’..!’ He doesn’t announce it until a week before Final Round that not only will there be Pokkén, but it’ll be sponsored by Nintendo. It was like, ‘Oh, that’s kinda out of nowhere.’ ”
“We get there Thursday night. It’s Friday morning when we started doing stuff, and we were scrambling. As you know, the LAN setup is weird for Pokkén. It takes rare equipment. I was probably driving around with Larry–and then with someone else from Final Round staff whose name I didn’t get–we drove around for a combined total of probably 4 hours just looking for all this equipment for Pokkén. We finally did find it all and got it for the event Friday night at 8PM. So Larry put up the tournament, he made it free, and capped it at 64 entrants. And the cap went by really fast.”
“I ended up playing Justin Wong in pools. He beat me in winners finals and I just worked my way out from there. My buddy Sandman and I, whenever we had a chance, we would grind out matches to be prepared. I knew Justin Wong was going to be there, he plays Weavile, so we probably did like… 50 Weavile matches just to figure that out. The first time I played [Justin] offstream it was close. I was not happy that I lost but if you’re gonna lose to anyone, losing to Justin Wong is not terrible.”
“I kicked myself for this, and I’m still kind of kicking myself for this,” he recalled hesitantly. “I was looking at top 8 and thought ‘Well, I’m probably going to lose to Justin Wong again.’ So I’m looking at all these other players, and there wasn’t really anyone else there playing at a level I felt threatened by, aside from Wong and Go1.” In addition to being a SFV powerhouse, GO1 is also a Japanese Suicune player, the other favorite to win.
“So, I was probably going to lose to Wong, and Go1 was there, and I’d have to beat Wong to get to him, so I decided I was just not gonna look up Suicune stuff and focus on Wong. When I did beat Wong and had to face Go1, I just thought, ‘Ugh, I… I don’t know this matchup. This is awful. I really should have looked something up.’”
“I can’t remember exactly what I was thinking during the Wong matchup, other than that it was neat and kind of intense.” He paused. “Oh, actually! There was this setup that he would use in winners, and it bothered me. So when I ran into him again in losers and saw it again I just thought, ‘No. I refuse,’ and I just started fighting against his setup and I found out he didn’t have anything else. It felt really transparent. It’s day one, of course, but I was surprised that I beat him like that.”
“I don’t think I was the only one that noticed his setups and patterns, but I was one of the few there that was a dedicated Namco player. So once I eliminated Wong’s setups, I was in my element, and Wong never really adapted.”
That’s something that stuck with me then, and now. Wong, a footsie powerhouse, found that his style of footsies did not transfer to the world of 3D when faced with someone who knows that terrain well. Just like that, the singular trick Wong used to power through two Nintendo sponsored events crumpled him in the face of one 3D aficionado.
Needless to say, AppleBoom is a lot more confident in his play these days then he was at Final Round.
It is worth noting the somewhat downward spiral Wong has taken in Pokkén since his loss vs. AppleBoom. Wong once chimed to ESPN that he was going to win Evo’s Pokkén Tournament–but after AppleBoom stood in his way, Wong suffered yet another early round loss to Florida player Nekoto at DreamHack in winners, then voluntarily DQ’d himself in losers right out of the tournament.
It’s big when a top player stops playing, possibly because of the resistance and reads another player gives him. I asked AppleBoom about how Pokkén could keep up its momentum–how tournaments can continue to draw people, even after Pokkén loses that new game smell. His reply was simple and direct:
“Make em’ consistent. Make the rules consistent. Have people show up. Everyone has their own individual reason to come to a tournament. All I can do, whenever people are around, is to encourage them. You get to hang out with people, you get to talk about stuff. Show up. Have a good time.”
Good, honest, no-nonsense advice.
Reflecting on our chat, AppleBoom strikes me as ambitious and detail oriented, both incredible features to have as a mod, and a player. If Pokkén can continue to attract analytical talent like him, its future is in good hands.
Ryu is already one of the most prominent members of the Super Smash Bros. for Wii U roster, due to his iconic status as the central character of the Street Fighter franchise. But TSM|ZeRo believes Ryu is still underplayed and underrated despite his Street Fighter pedigree. He also believes that the shoto has much greater play potential than has been attributed to him, going as far as saying he may be the “best character right now.” ZeRo speculates that community focus on Bayonetta’s abilities has allowed Ryu’s power to slip under the radar and escape being patched out.
ZeRo discusses Ryu’s balanced build, as well as his unique strengths: such as his ability to create “true” combos by cancelling his moves, and how powerful his Shoryuken is. You must defeat his Dragon Punch to stand a chance!
ZeRo has also recently talked about how to get sponsored to play fighting games professionally.
Drakefang, owner of ArcadeStream, the primary gaming center in Seoul that houses Street Fighter V events, has announced a special tournament for all players in Korea and nearby regions. At stake for this event is a round trip ticket to Evolution 2016.
For a 10,000 KRW entry fee (roughly $10), players will square off in a 128-player, double-elimination bracket, for the winner-takes-all prize. While SpiritZero already held one such event in Anyang, South Korea earlier in the month, there is a slight difference in this event. While foreign players could compete in the SpiritZero event, they could not earn the trip to Evo even if they won; only Koreans could. ArcadeStream, on the other hand, has opened their tournament to anyone within the region who wants to try to earn passage to the Las Vegas-based tournament.
Already confirmed to be showing up to this event is a smattering of players from the US, such as RagingStormX, as well as a plethora of players who cut their teeth on other games, such as Verna, MadKOF, and Lacid of King of Fighters fame, M. Lizard of Street Fighter IV fame, and 200won, who is famous from his play in Tekken Crash last year.
For those in Seoul and surrounding regions, this may be your chance to get to Evo. For everyone else, the event will be streamed live starting at 1:00 PM KST, Saturday, May 28th (12 AM EDT Saturday/9 PM PDT Friday, May 27th) on ArcadeStream’s Twitch channel.
Drakefang, owner of ArcadeStream, the primary gaming center in Seoul that houses Street Fighter V events, has announced a special tournament for all players in Korea and nearby regions. At stake for this event is a round trip ticket to Evolution 2016.
For a 10,000 KRW entry fee (roughly $10), players will square off in a 128-player, double-elimination bracket, for the winner-takes-all prize. While SpiritZero already held one such event in Anyang, South Korea earlier in the month, there is a slight difference in this event. While foreign players could compete in the SpiritZero event, they could not earn the trip to Evo even if they won; only Koreans could. ArcadeStream, on the other hand, has opened their tournament to anyone within the region who wants to try to earn passage to the Las Vegas-based tournament.
Already confirmed to be showing up to this event is a smattering of players from the US, such as RagingStormX, as well as a plethora of players who cut their teeth on other games, such as Verna, MadKOF, and Lacid of King of Fighters fame, M. Lizard of Street Fighter IV fame, and 200won, who is famous from his play in Tekken Crash last year.
For those in Seoul and surrounding regions, this may be your chance to get to Evo. For everyone else, the event will be streamed live starting at 1:00 PM KST, Saturday, May 28th (12 AM EDT Saturday/9 PM PDT Friday, May 27th) on ArcadeStream’s Twitch channel.
For many King of Fighters fans, Stunfest was hype not because of any competition, but rather the fact that the latest build of The King of Fighters XIV was playable at the event. This allowed many European KOF players to give the game a spin and figure out how it plays.
The game itself was featured on stream and players seemed eager to try stuff out, allowing for what may be the most extensive streamed showcase of the game to date.
For those who missed it, Grave Lee has uploaded some footage from the first day of Stunfest divided into three videos. The footage below is mostly of casual sets with players trying to figure stuff out, at the same time however, this sort of footage is what helps us learn a lot more about the game.
One of the best parts about the exploding popularity of the Street Fighter scene is getting to know the players and personalities behind the sticks. The storylines that have grown and developed over the last few years–and have been propagated both in person and on all manner of social media–have made the matches all the more enthralling. With YouTube and Twitch paving the way for players to become their own brands, we know more about our Street Fighting idols than ever before.
Even so, it’s always exciting to be given the opportunity to get to know them a little better, and it seems that Capcom are more than happy to oblige. Matt Edwards, Capcom’s EU Community Manager, took to the floor at Stunfest this weekend to interview players from all over the globe, including Hiroyuki “HM|Eita” Nagata, Goichi “HM|Go1” Kishida and Chris “Rize|Cobelcog” McEntee. If you’ve ever wondered what’s going on between the ears of some of the best players Stunfest had to offer, this is exactly the interview series for you.
So why not find out what it’s like to be a world warrior, right from the players themselves? Check out the interviews below.
Or have a look at the full playlist–which looks like it will be updated as the year goes on–to watch the other interviews.
Capcom recently published the updated set of rules for the 2016 Capcom Pro Tour. While most of the rules should already be familiar to tournament-goers, there are a few important entries that have been added.
Capcom has officially barred sponsors involved in adult entertainment from taking part in the Pro Tour. Additionally, this ruling opens the door for Capcom to ban any other sponsor deemed “inappropriate” at their own discretion.
Aside from this, Capcom has also clarified some rules regarding gambling. Gambling of any form is now banned from all events, and violators may be ejected and even banned from the Pro Tour altogether. This is a significant ruling, as anyone who’s been to fighting game majors knows that the community tends to enjoy having a good “side bet.” How this new ruling ends up being enforced (or whether it sees enforcement at all), is bound to cause a lot of discussion in the community.
Finally, Capcom has also clarified rules regarding player behavior. The company is taking a stance against swearing, harassment, collusion and “other types of conduct deemed inappropriate at Capcom’s sole discretion.” Players caught doing any of these actions may be disqualified or even receive a lifetime ban from future events.