Here’s What Upcoming Events Can Learn from DreamHack’s Handling of Pokkén Tournament

Editor’s note: The views expressed in this article are solely those of the writer and do not reflect Shoryuken as a whole.

“So, wait. How would you even run a tournament for Pokkén?”

This has been the question that has plagued this game pretty much since its inception. Frankly, this was my thought, too, despite my place as a more vocal supporter of the game. It is no secret at this point that the game has a very experimental way of being played, one which causes a particular set of hardware hurdles for tournament organizers, small and large.

There were lots of little things that DreamHack did for the streamer and spectator that really showed they were trying to run the highest quality event they could for this odd sport. These little things–like the switching player perspectives on the main stage between rounds–are great, but they are not the focus of this article. I want to document, instead, how they tackled Pokkén’s penultimate rival: logistics.

Prior to DreamHack, I can only think of two Pokkén events post-launch that I would qualify as majors: Final Round, which ran so soon after release that almost no one had time to actually study or play the game, and Texas Showdown, which had a comparatively smaller, and less publicized, 31 man tournament.

Pokkén's stage being setup up minutes after doors opened on Friday.

Pokkén’s stage being setup up minutes after doors opened on Friday.

DreamHack’s 105 entrants are 1/10th the size of those that have already signed up for Evo. So, while only a microcosm of what’s to come, it’s an important one. You can, in a lot of ways, consider this a experiment for all other future big Pokkén Tournament, well, tournaments.

DreamHack is obviously a company with a long history and strong reputation, so while I was certainly expecting them to be able to at least run a competent tournament, I was not expecting 32 monitors and Wii U’s at the ready, all LAN’d in pairs, all equipped with Pokkén controllers.

A row of casual setups as the doors opened.

A row of casual setups as the doors opened on Friday.

The sight was disarming.

Considering this was advertised as a BYOC event (and still is, in fact, as of this writing), you can imagine my surprise. GamingGenerations partnered with Dreamhack to provide the setups for Pokkén (and SFV, too!), and this expenditure saved DreamHack a lot in the way of headaches.

The man in charge running the tournament, Mr. CEOJebailey himself, seemed to think so as well. He would later go on to tweet about the event:

There’s something of a marketing genius to be mentioned about the Pokkén controller. It’s unique enough and comfortable enough to at least entice a purchase, but, well, I never went that far. I just use the Wii U GamePad at home because I already had it and just never really bothered to set aside the time to investigate the controller further. I adjusted to the controller on-site very quickly because, let’s be fair, it’s not that much different. It’s lighter, smaller, wired, and has huge shoulder buttons that you can’t miss. That this thing doesn’t work with other titles seems criminal, as I think I would probably play the Wii U a lot more with it as an option.

But, I digress. The decision to cover every station with controllers meant that anyone at anytime could play. There was no waiting for people to bum controllers off others, and matches never slowed down because a stick broke.

If anything, in that light, they were over-prepared. It was wonderful.

But not every hardware related decision was a good one.

Since the real tournament didn’t begin until Saturday, DreamHack treated Pokkén delicately, sweeping it constantly with employees to ensure everything was running smoothly. In light of the game’s hardware, this was important for obvious reasons. However, DreamHack decided to make things harder on themselves by removing the Wii U GamePad from every station, so if a LAN acted up or if the system had to be restarted for any reason whatsoever, they would have to go fish for a wireless Wii U controller to sync up. 

Bim?

DreamHack’s Champion “Bim?”, standing, was one of the first players to arrive for casuals.

At a later point someone had used a Wii U controller to play during LAN mode, instead of the Pokkén controller. How do I know this? Because once you are in LAN mode, any other controller other than the one you are using becomes inoperable.

That’s one way to prevent wireless controllers from pausing tournament matches!

But because all Wii U GamePads were inaccessible, you would have to wait for an employee to get a controller, sync, restart, etc. Unless other events, too, manage to have a Pokkén Controller per setup at the ready, I can see this being very difficult on organizers. 

Still, there may be a bigger problem than controllers themselves: LAN mode.

crowd during top 16

Crowd watching Pokkén during top 16 on Saturday.

Pokkén finished on time and was a great experience for a lot of reasons, but one of those reasons was definitely not LAN mode. Now, DreamHack cannot be held responsible for the mode itself. It’s not their fault that sometimes you are just sitting there staring at “Searching!” on a screen for up to a minute or more. (Bizarrely, my experience playing online is that I almost never spend longer than 5 seconds before a match appears. Go figure.)

Adding on top of that was the actual LAN adapters for the Wii U. The Ethernet cables from each machine were plugged into the adapter, which rested on the table itself, and then the cables were zipped neatly into holes that lead underneath the tables. Sure, this solves a clutter problem, but having the adapters sit on the table is worrisome. I wondered why I occasionally saw matches drop during casuals. I think I found out why, later.

I was labbing with one of our locals, Slippingbug (Shoutouts to you for getting top 16, bro!), and we found some cool tech. I let out an “A-ha!” and palmed the table with not a particularly large amount of force. I’m animated, okay? The game didn’t appreciate that. It dropped us both immediately the moment my wimpy hand touched the table. It happened again later when I found something that made me erupt in table-slapping laughter. We investigated the LAN adapter, which as far as we could tell, had not actually been impacted in any way. 

I am 5’4” and 135 pounds. You would not mistake me for Rico Sauve. I hope you understand my point.

I do not believe this happened for any tournament matches, though I can easily see an emotional player having something not go according to plan, then inadvertently rage quit with a bump. There were connection issues multiple times during even top 16 and 8, though nothing as monumental as a connection dropping mid-game. Between the very real problems of waiting for LAN to find opponents, and the hint of a possibility of a game dropping mid match, I believe future events must be prepared for anything like this if they want a memorably smooth tournament.

Which, ultimately, DreamHack was. I got hilariously sick, had to take an alternate route to the event because Mo-Pac was shut down, lost my parking pass, and didn’t make it out of my pool. Yet, the tournament organization, the staff, the people I met, and the games I played and watched were so great that I wouldn’t have traded it in at all.

Sources: DreamHack, CEOJebailey, GamingGenerations

King of Fighters XIV’s Latest Build Will Be Playable at Korea’s PlayX4 Event Next Week

Ever since SNK’s new 24-character playable build of the King of Fighters XIV was shown off a couple of weeks back, fans all over the world have been looking to see if the company would be bringing said build to an event near them.

Well, it seems that South Korean players are in luck, as said 24 character build of the game will be playable at next week’s PlayX4 show.

PlayX4 is one of the many annual video game trade shows in South Korea. With the King of Fighters being one of the more popular fighting game franchises in the country, it makes sense that the latest build of the game would make a playable appearance.

PlayX4 will take place at Halls 1 and 2 of the Kintex Exhibition Center in Goyang, South Korea from May 19 to May 22.

Source: Ruliweb via Gatoray

Street Fighter V Reportedly Has Less Input Delay When Using Legacy Controllers

Lately, many players have expressed concern over Street Fighter V’s built-in input delay. The reported numbers currently floating around indicate that the PlayStation 4 version of the title packs as many as 8 extra frames of lag for all inputs.

Now it seems that some players may have stumbled into a way to reduce this delay. According to a report by Japanese arcade stick and capture card enthusiast Shiryl, you can reduce input delay by using legacy controllers–even PS4 arcade sticks set to PS3 mode. While no hard testing data exists, Shiryl and their team stated that they noticed this when trying to capture footage from the game. They initially discovered this about three months ago and state that this still exists in the game’s current build.

As for why this is the case, the current theory is that, since this only works on Street Fighter V (and not other games with legacy controller support), the game actually adds extra frames of delay for some unknown reason, but that the developers forgot to apply this to legacy controllers.

That said, they noted that there is one downside to this: legacy controllers can, in rare occasions, drop a player’s inputs. While this reduction in delay does still require further testing to be verified, those who own a legacy controller and are looking for any means possible to help mitigate their input delay may want to give it a try.

Source: Shiryl, via MadMan’s Café

Team Japan: Kyo, Benimaru and Daimon Shown Off in Latest KOF IV Gameplay Trailer

SNK recently uploaded a King of Fighters XIV gameplay trailer featuring “Team Japan.” This iconic team consists of series staple characters Kyo Kusanagi, Benimaru, and Goro Daimon.

All three fighters in the video below show off some of their special moves, Max Mode combos, Super Special Moves and their Climax Cancels while offering a look at the current state of the game’s visuals.

The title of the video includes “Trailer #1” so it’s safe to assume that there will be more “Team” trailers on the way soon. If the first US trailer is any indication, “Team Yagami” might be the next one in line.

Source: SNK

Mid-South Championsips Set to Take Place this September in Little Rock, Arkansas

A few months ago, it was announced that the organizers behind Kumite in Tennessee and Panda X Gaming would be joining forces to throw “the biggest fighting game tournament in Arkansas.” The fruit of this combined labor, Mid-South Championships, will be taking place September 10-11 at the Holiday Inn Little Rock Airport Conference Center in Little Rock, Arkansas.

The game lineup includes tournaments for Street Fighter V, Mortal Kombat XL, Guilty Gear Xrd -REVELATOR-, Ultimate Marvel Vs. Capcom 3, Super Smash Bros. Melee, Super Smash Bros. for Wii U, Project M, Killer Instinct, and Pokkén Tournament, with SFV, MKXL and Smash 4 each receiving a guaranteed $1,000 pot bonus.

Registration is currently live at this link. The venue fee is currently set at $30, but will go up to $40 on August 1st, with on-site registration setting you back $50. So if you’re interested in competing, don’t delay. To book a room at the $89 nightly rate, go here and use the group code “MSC.”

Streaming for the event will be provided by Panda X Gaming.

Source: Mid-South Championships Facebook Page, feature image courtesy of Mid-South Championships

Two-Time Evo Champ Duckator Breaks Down Valentine in Skullgirls 2nd Encore Tutorial

Recently Duckator sat down with Skullgirls Slapfest, a prominent Steam group in the Skullgirls community that regularly posts educational content. In this particular meeting, Duckator gave a Valentine tutorial for players considering picking up the character. The tutorial is a little on the long side, running just over ninety minutes total, but it includes everything you’ll need to know to go from a brand new Valentine player to a champion.

This content is obviously amazing for anyone looking to learn Val, but there are plenty of other characters out there. If you fancy a different member of the cast, check the Slapfest YouTube channel. They currently have a total of 7 character guides created by high-level players like cR|Dekillsage, KPB|McPeanuts, and Skarmand rounded up in a playlist.

Source: Skullgirls Slapfest

Get to Grips with Charizard’s High Stance in Pokkén Tournament

Despite its cute theme, Pokkén Tournament has plenty of mechanics in place to give those looking to master deep gameplay the option to get a leg up on the competition. One such mechanic is the stance system present in Duel Phase–a system Shofu explored a while back–but even though we know exactly what each stance does, there is still much to be said about how each of these stances can be applied in-game.

Enter gooberman220, who has hit the lab for everyone’s favorite fire lizard and has put together a comprehensive guide to making use of Charizard’s high stance. We already knew that it acts something like a parry for grabs and certain normal attacks, but this video explores the stance in greater detail, covering what moves can be parried for each character and even looking into whether or not the hits that are parried contribute to the phase shift system.

If you’re a fan Charizard in Pokkén Tournament, or just want to know whether or not your favorite move is able to stand against the dragon, check out the video below.

Source: gooberman220

Instant Air Legs, No More: Optimize Your Street Fighter V Punishes with These Tips From Graham Wolfe

Just prior to the release of Street Fighter V, old-school Street Fighter player Graham Wolfe emerged from a long period of relative obscurity to show players the strength of classic Street Fighter fundamentals in Capcom’s newest title. Since then, Wolfe has made relatively few tournament appearances on the grand stage. However, he has remained hard at work behind the scenes digging into the fine details of Street Fighter V and posting his findings to Twitter.

In these Tweets, Wolfe focuses on common gameplay situations that many players continue to fail to punish, whether through lack of practice or simple lack of knowledge.

For example, Chun-Li’s instant air Lighting Legs can be hit clean with a delayed crouching jab by most characters (with Zangief and Birdie using crouching strong). Jabbing too early will whiff, causing the attack to hit you, so head to training mode to work on the timing.

Despite its slim, low-profile appearance, Karin’s sweep leaves a 4F hurtbox during its recovery, allowing it to be punished on block with a variety of moves, such as a reversal Dragon Punch. In addition to worthy matchup knowledge, this is a great lesson on the abstract nature of hitboxes and hurtboxes versus the appearance of a character’s model.

Continuing down the list, Necalli’s fierce Dragon Punch is invincible on startup, making it his go-to meterless reversal. However, the attack can actually be low-profiled on startup with moves such as Chun Li’s slide, or a well-placed crouching forward. This allows you to apply safer pressure, and force Necalli to take some risks or spend meter if he doesn’t want to block.

Wolfe has created a blog that collects this great information in one place. Pay a visit and check out his Twitter page to keep up with the latest tricks that can keep you from letting damage slip through your fingers.

Sources: Graham Wolfe

Learn the Secrets of Pokkén Tournament’s Phase Shift Mechanic

During my time playing and exploring Namco’s experimental hybrid fighter, I have become fascinated by one of its quirkiest system mechanics: the Phase Shift. When Namco first advertised this game’s switching phases, I believe most gamers (myself included) were focused on the phases themselves. How does each phase play? Do the buttons change for the same move? How will you play the game with one Wii U? Etc., Ad Nauseam, forever and ever until the end of Pokkén.

At the time, what got lost in the noise was the switch itself. Phase switching isn’t just a simple swirl of the camera; it is, more and more, the meta-defining mechanic that determines your combo length, pressure, wake up timing, and other options. It is, perhaps, the very heart of this game’s future.

And Psyant seems to believe this too, making an incredibly in depth video covering the subject!

A Phase Shift is far from a random chance occurrence. The game employs an invisible point system of “phase points” that accumulate every time you hit an opponent. If you’ve explored Pokémon games down to their nitty gritty details before, this may bring back memories of IVs. IVs were invisible stat points in those games, and it’s possible Phase Points are some sort of call back to this secret depth.

All Pokémon have a 12 point limit in each phase, and once one Pokémon reaches 12 points, the Phase Shift occurs. Different moves get different knockdown properties once the shift takes place, so knowing your safe jump timing off of, say, a charged Field Phase Counter Attack vs. a charged Duel Phase Counter Attack is a big deal.

You can also reset the phase points to 0, as demonstrated in this silly (but useful for demonstration purposes) Blaziken setup. It turns out that the windbox from Burst Mode activation always resets the phase points to 0. Another thing that causes Phase Shifts are combos that reach 21 hits, and this is a (very expensive) way to circumvent that.

Keeping track of your phase points will help you maximize your knockdown and damage opportunities. This is powerful information, particularly if you like to employ okizeme-heavy gameplay (read: Lucario, Garchomp, Machamp…) But how can you keep track of that which cannot be seen?

Thanks to Pokkén player SSJ-Luffy, this information is now readily available for the whole cast. Cozy up with this excel sheet, grab a cup of coffee, and get to work on manipulating those phases to last as long (or as short!) as you need them to.

Sources: Psyant, Monkey D Vegetto, SSJ-Luffy

Battle of the Boroughs: 5v5 Street Fighter V Exhibition Announced for Defend the North

Some of the Northeast’s top Street Fighter V players will face off in a special 5v5 tournament to help kick off Defend the North on July 29. Teams representing New York City and the surrounding area will compete in an 8-team, single-elimination bracket with a prize of $1,000 for the winning team. The event was announced via Facebook by Dwayne “D’Nyce” Buchanan, who named the captains of the eight participating teams.

Battle of the Boroughs was spawned in response to recent chatter within New York City’s Street Fighter V scene. Players debated whether low turnouts at Brooklyn’s Next Level Arcade and local tournaments like The Savage Land signaled a lack of drive within the community.

In an effort to draw more players out, the Hiero Group and Defend the North offered up a $700 pot bonus for the Next Level Battle Circuit v.11 on April 27, which managed to bring in 70 competitors. A week later, with no added bonus, just 20 players showed for NLBC v.12. However, Andy “CitiofBrass” Dumornay, lead organizer of Defend the North, doesn’t believe that lower tournament turnouts mean less active players; they’re just more spread out.

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“There’s now a tournament every single day in New York City, they all have anywhere from 15 to 25 players who participate,” Dumornay said in an interview. “It shows that the scene is still there. Although we’re not all in one place, it’s still showing that there’s healthy growth.”

D’Nyce said the goal of Battle of the Boroughs is to provide a different type of competition, one where players would be encouraged to develop their local talent. Captains must announce their teams by May 31, meaning they will have two months to whip their players into shape before the exhibition. According to D’Nyce, at least one team’s members may already be set, and Queens captain Arturo Sanchez will choose his crew upon his return from Japan.

“I wanted to announce the captains of each area for whoever is interested in representing their areas and participating.” D’Nyce said in a phone interview. “All they’ve got to do is go to their local events, contact their captains and say ‘hey look, this is what I’ve got.”

A Friday night casual session held between NLBC v.11 and v.12 brought in some 60 players to Next Level, and not just for Street Fighter V. D’Nyce said many of those faces were new, signaling a need for more casual sessions, rather than tournaments. That night, the SFV players organized themselves into a special 20 on 20 team match. According to D’Nyce, the team dynamic changed the atmosphere.

“During the 20 v. 20 we were coaching each other, we were showing support, we were getting hype with every hit that connected,” he said. “I think it brings more excitement.”

Motivated to create a team event, D’Nyce contacted tournament organizers and top players individually, earning their support. Dumornay offered to house Battle of the Boroughs at Defend the North and match whatever prize D’Nyce was willing to offer for the event.

“I was looking for a venue or owners to partner with and Andy reached out to me,” D’Nyce said. “He asked me if I would like to host this at his event, and I’m really honored for him to reach out to me and give me the offer.”

The Long Island team helmed by “LI” Joe Carmelli is considered an early favorite, with heavy hitters like F3|alucarD and OG|Shine within the region. Those three players combined to take the top spots in the 12 player Senheisser Invitationalat Next Level on April 30. D’Nyce said he believed New Jersey to be the exhibition’s likely dark horse, having watched their local tournaments via 8WayRun.

Both D’Nyce and Dumornay said there is a possibility that Battle of the Boroughs could be expanded to 12 teams if there is more interest. Other potential teams could include Boston, Philadelphia, Maryland/DC/Virginia and Canada. Seeding for the exhibition will be randomly selected.

Defend the North, one of the Capcom Pro Tour’s ranking events, will take place July 29 to 31 in White Plains, N.Y. For more information, visit the tournament’s official website.

The Defend the North Captains are as followed:
Team Brooklyn: Henry Cen AKA Golden Cen
Team Bronx: Steven Delgado-Mendoza aka Coach Steve
Team Manhattan: Michael Mendoza aka IFC|Yipes
Team Queens: Arturo Sanchez aka TS|Sabin
Team Long Island: Joe Ciaramelli aka LI Joe
Team Upstate: Richard Melendez aka Rainbow Impact
Team New Jersey: William Sykes aka Shakugan
Team Connecticut: Jamal Crews aka FREEJ4Y

Source: Defend the North, Henry Cen, Facebook, Andy “CitiofBrass” Dumornay, Dwayne “D’Nyce” Buchanan. Image c/o Petey Hann