Learn to Make the Most of Slight Frame Advantage in Street Fighter V

Frame data is one of the more difficult concepts to grasp when first entering the world of fighting games. All of those numbers can be (understandably) daunting when early goals often surround chucking fireballs. Even so, learning the numbers behind everything can change the way you look at the game for the better. In an effort to help ease new players into the digits ticking behind the scenes, LaSwagga put together a tutorial discussing some of the most important situations where frame data comes into play.

A slew of moves in Street Fighter V place their users in either a +2 or -2 situation. These situations never last long, so being able to recognize when you control this slight advantage can allow you to continue pressing said advantage. This gets into the idea of taking turns, a topic Floe discussed at length not long ago.

Additionally, the video covers how V-Reversals play into these situations and also offers a brief look at some okizeme options.

Source: LaSwagga, with a tip from MrAnnual

Learn to Make the Most of Slight Frame Advantage in Street Fighter V

Frame data is one of the more difficult concepts to grasp when first entering the world of fighting games. All of those numbers can be (understandably) daunting when early goals often surround chucking fireballs. Even so, learning the numbers behind everything can change the way you look at the game for the better. In an effort to help ease new players into the digits ticking behind the scenes, LaSwagga put together a tutorial discussing some of the most important situations where frame data comes into play.

A slew of moves in Street Fighter V place their users in either a +2 or -2 situation. These situations never last long, so being able to recognize when you control this slight advantage can allow you to continue pressing said advantage. This gets into the idea of taking turns, a topic Floe discussed at length not long ago.

Additionally, the video covers how V-Reversals play into these situations and also offers a brief look at some okizeme options.

Source: LaSwagga, with a tip from MrAnnual

Learn to Punish Common Unsafe Situations in Guilty Gear Xrd -REVELATOR-

The safe application of pressure is a common tactic in every fighting game, but sometimes it’s fun–and productive–to toss in some unsafe moves to mix things up, perhaps resulting in a hit, perhaps resulting in an opponent so confused that they don’t bother attempting a punish.

Guilty Gear Xrd -REVELATOR- is loaded with unsafe blockstrings as well as other unsafe pressure situations, and Sway, along with a contingent of top Guilty Gear players, combined their efforts to construct a video demonstrating twenty of these situations that often go unpunished. Since this footage comes from REVELATOR, you’ll get to see a handful of examples from newcomers like Johnny and Jam Kuradoberi, as well as returning cast members.

Source: Sway

Viscant Lists 7 Moves to Improve Against in Street Fighter V

As a game’s meta develops, certain moves tend to come to the forefront as those that people need to look out for. Such is the case with Street Fighter V, as more than a few players have started to gravitate toward specific attacks in competitive play. In his latest edition of “Hit the Ground Running,” BROKENTIER’s Jay “Viscant” Snyder lists seven of these attacks, stating why players need to look out for them and suggesting ways to train against them

R.Mika’s towards strong command normal is among these moves. This normal starts her Passion Press and leads to her Irish Whip combo and, depending on spacing, her corner game. While the move itself is unsafe–it’s -2 on block, combined with an 8 frame start up–many players are cowed into respecting it, leaving them unable to punish.

Other moves Viscant mentions include Vega’s stance change which, similar to Mika’s towards strong, is -2 (at best) on block, but is still somehow respected by many players. Birdie’s Bull Revenger, Chun-Li’s instant air legs, Ken’s V-Trigger cancelled Shoryukens, and a few more of R. Mika’s moves, specifically her target combo and her charged drop kick, make the list as well.

You can read more on why these are being used by players and how they can be trained against over at BROKENTIER.

Source: BROKENTIER

Viscant Lists 7 Moves to Improve Against in Street Fighter V

As a game’s meta develops, certain moves tend to come to the forefront as those that people need to look out for. Such is the case with Street Fighter V, as more than a few players have started to gravitate toward specific attacks in competitive play. In his latest edition of “Hit the Ground Running,” BROKENTIER’s Jay “Viscant” Snyder lists seven of these attacks, stating why players need to look out for them and suggesting ways to train against them

R.Mika’s towards strong command normal is among these moves. This normal starts her Passion Press and leads to her Irish Whip combo and, depending on spacing, her corner game. While the move itself is unsafe–it’s -2 on block, combined with an 8 frame start up–many players are cowed into respecting it, leaving them unable to punish.

Other moves Viscant mentions include Vega’s stance change which, similar to Mika’s towards strong, is -2 (at best) on block, but is still somehow respected by many players. Birdie’s Bull Revenger, Chun-Li’s instant air legs, Ken’s V-Trigger cancelled Shoryukens, and a few more of R. Mika’s moves, specifically her target combo and her charged drop kick, make the list as well.

You can read more on why these are being used by players and how they can be trained against over at BROKENTIER.

Source: BROKENTIER

Learn the Basics of Mira’s Buttons, Specials, Mixups, and More

On the same day as her release, Sajam prepared a complete breakdown of Mira’s basics to get everyone started. As with previous videos of this style, Sajam offers a look at Mira’s notable normals, her special moves, how she goes about constructing combos, and, unique to Mira, he discusses how to recover the health lost from performing her strong attacks and mobility options.

Since Mira’s tools favor mixing up opponents, we’ve also included a short clip to offer some ideas on how she may go about cracking tough defenses. Mira’s Mist Form resets her ability to air dash–allowing her to air dash, Mist Form, air dash again without using Instinct Mode–but it can also be used directly following any connected button to provide her with mobility for mixups or escaping.

In this clip, Mira uses a mixture Mist Form and air dashing to create ambiguous cross-ups. She can pick the side of her strike by instantly air dashing at the apex of Mist Form to cross her opponent up, or by slightly delaying the dash to stay on the same side. This is far from the only way to combine these abilities; try canceling aerial normals into Mist Form to go for a second jump-in attempt, or to cross through opponents and go for a low. Add in Blood Seekers or Instinct Mode, and things can get out of hand pretty quickly.

Source: Sajam

Here’s Everything April’s Update Brings to Street Fighter V

When the servers come back up and you download your patch for Street Fighter V later today, you’ll likely be pleased to finally be able to sling Sonic Booms with Guile. However, there is more to this update than the addition of everyone’s favorite brush-haired American. Some of these details came alongside the original round of Guile information, but we would like to reiterate these changes, as they stand to improve the game’s quality.

The biggest change involves the new system to punish rage quitters. While Capcom relied on users reporting players who consistently disconnected to avoid losses in the past, the new system should be able to address them automatically. Additionally, Capcom is refining the games matchmaking. As for the in-game shop, the real currency version that uses Zenny instead of Fight Money will still be unavailable. Luckily, this means Guile will be free to try until said real currency shop is launched. Guile’s Air Force Base stage will not be free, however, and will set you back 70,000 Fight Money.

More interesting, however, are some character-specific fixes. These are meant to address bugs where certain moves weren’t behaving as they should, including one that led to an option select off crouching lights.

You can check out these changes out below.

Street Fighter V April Patch Character Bug Fixes

Ryu/M. Bison/Vega(no claw)

Bug: After dishing out Ryu & Vega’s (no claw) C. LP or M. Bisions C. LK, while doing a light attack rapid cancel at the absolite latest timing possible, if you input another action (V-Skill, Special Move, etc.) at the same time, if the opponent does an attack the “other action” will come out, and when the opponent does nothing, the rapid cancel attack will come out, creating a special option select.

Fix: Made the rapid cancel timing  of said moves 1F shorter.

Ryu

Bug: In the guard animation branch of  Ryu’s C. HK, there was a counter box that was present up to the 13th frame. Therefore, during this time it was possible to eat counter damage.

Fix: Adjusted the counter box on Ryu’s C. HK so that it is no longer present afterter the hitbox is not longer active.

Ken

Bug: In Ken’s C. LP (including rapid cancels), for the 3 frames that it takes for the hitbox to become active, there wasn’t a crouching state set to the move. This allowed moves that are only intended to hit standing opponents to hit Ken.

Fix: Adjusted the first 3 frames of Ken’s C. LP (including rapid cancels) so that Ken is in crouching state.

Bug: In Ken’s M. Tatsumaki Senpukyaku, the feint box that causes the opponent to go into a guarding standby state was not functioning correctly. The V-Trigger M. Tatsumaki Senpukyaku also caused the same phenomenon.

Fix: Corrected the feint box on Ken’s M. Tatsumaki Senpukyaku so that it functions correctly, forcing the opponent to guard when used from a certain distance.

Bug: When a portion of Ken’s EX Shoryuken (V-Trigger ver. included) hits as a ground counter hit, the hit real animation of the opponent continues when knocked into the air, which is an unnatural behavior.

Fix: Adjusted that specific portion of the EX Shoryuken (V-Trigger ver. included) so that when it hits as grounded counter hit, the correct knock up mottion occurs.

Chun-Li

Bug: In Chun-Li’s EX Hyakuretsukyaku, after the moves has completely ended (freeze state finished), she was unable to perform mobility actions (move forward/back or jump).

Fix: Adjusted EX Hyakuretsukyaku so that she is moveable after the move has completely ended.

Bug: In Chun-Li’s J. MP, she can follow up with Yosokyaku to EX Airborne Hyakuretsukyaku on counter hit.

(There is an unintentional difference between the number of continuous airborne hit limiter values between when this hits as a normal and and when it hits as a counter hit)

Fix: Adjusted  the juggle potential of Chun-Li’s J. MP so that it is the same whether or not it is a normal hit or a counter hit.

Cammy

Bug: Cammy’s S. HK’s hit box is no longer active, she was throw invincible.

Fix: Added a throw box to Cammy’s S. HK & Lift Combination while the move is active.

Bug: While Cammy’s EX Razer Edge Slicer is active, she was throw invincible.

Fix: Added a throw box to Cammy’s EX Razer Edge Slicer while it is active.

Dhalsim

Bug: During C. MK, Dhalsim was throw invincible.

Fix: Added a throw box to Dhalsim’s C. MK.

Karin

Bug: When the fourth hit of Karin’s EX Mujinkyaku hits an airborne opponent, the opponent’s float is differed from when it is a normal hit and when it is a counter hit.

Fix: Made it so that the 4th hit of EX Mujinkyaku would cause the same float on counter hit as it does on normal hit.

Bug: There were 2 bugs in Karin’s EX Ressenha.

  • When the second hit hits as a counter hit, the opponents Critical Gauge increase would be “0”
  • On counter hit, EX Ressenha’s starting juggle potential would be “0” for each hit.

Fix: Adjusted EX Ressenha on counter so that the opponent’s gauge increase and starting juggle potential are the same as when it is a normal hit.

Laura

Bug: Under specific circumstances, how S. MP hits changes from when on the right corner or on the left corner.

Fix: Expanded S. MP’s hit box downward so that the move yields the same results in both corners.

Necalli

Bug: When rapid canceling Necalli’s C. LP during V-Trigger, the advantage after hit would be plus 1F more than the normal version.

Fix: Unified Necalli’s V-Trigger C. LP to the normal version.

M. Bison

Bug: When throwing an oponent with Psycho Fall, depending on M. Bison’s position and the side he is facing, the distance the opponent is thrown greatly changes, which was unintended.

Fix: Adjusted the behavior of Pyscho Fall so that the distance the opponent is thrown is fixed.

Bug: When M. Bison takes damage in the middle of performing and EX Double Knee press, the opposing character’s behavior would be irregular after the hit.

Fix: Changed the behavior after hit on the EX Double Knee Press.

R. Mika

Bug: In R. Mika’s C. HK, there wasn’t a throw box in place. Even though the move is visually performed on the ground, it was throw invincible.

Fix: Added a throw box to R. Mika’s C. HK while the move is active.

Alex

Bug: The the time frame of the stop theatrics applied to an opponent hit by Sledge Hammer differs from when Sledge Hammer is used on its own and when it is used in a combo canceling from another move. Due to this, the circumstances are different after Sledge Hammer hits as part of a combo.

Fix: Made it so that the time frame of the stop theatrics of the Sledge Hammer (when cancled into) is the same as when it is used on its own.

Source: Capcom-Unity

Wednesday Night Fights 2016 Off-Season 1.3 feat. Street Fighter V, Ultimate Marvel vs. Capcom 3

Wednesday Night Fights returns to the eSports Arena in Santa Ana, California tonight for the third in their current run of off-season events. Tonight, Street Fighter V and Ultimate Marvel vs. Capcom 3 serve as the main sources of competition. Attendees can also expect competition in a variety of other titles.

You can catch all the action by tuning into the live streams below or heading on over to their respective Twitch channels.

Watch live video from leveluplive on www.twitch.tv
Watch live video from NickTanella on www.twitch.tv
Watch live video from Kevin_Ha on www.twitch.tv

Sources: Level|Up Series, Level|Up Live, Nick Tanella, Kevin Ha

Street Fighter V Servers Coming Down Tomorrow Morning to Apply April Update

The April update to Street Fighter V looms just one day away. That means the folks at Capcom will be taking the game’s servers down tomorrow morning in order to apply the necessary changes. According to the official Street Fighter V server status Twitter account, this down time will begin at 8 AM PDT (11 AM EDT) and continue until 6 PM PDT (9 PM EDT).

While the servers being down for such a considerable stretch of time certainly isn’t the best news, we’ve at least got a better idea of exactly when to expect to throw our first Sonic Booms.

So get your fill of online play in tonight, but don’t forget to prepare your fatigues, your comb, and your aviators before you head to bed. We ship out tomorrow.

Source: SFV Server

Red Bull Kumite’s Combo Contest: A Different Take on Fighting Game Competition

This year’s Red Bull Kumite brought together some of the most talented Street Fighter V players on the planet, but top-level fighting of the standard variety wasn’t the only battle that went down, as the France-based event also hosted a combo contest.

This contest consisted of players competing to wow judges with their chosen characters by stringing together hits in the flashiest way possible. The combos fell under the judgment of a panel of four players–EG|Justin Wong, RZR|Infiltration, RZR|Xian, RB|Bonchan–and one Yoshinori Ono. F.A.N.G, Laura, Chun-Li, and Alex all made a showing, and some of the combos (resets included) did more than impress the judges and commentators, often drawing explosive reactions from audience members as well.

Perhaps this excitement comes from seeing folks perform combos that would never appear in a proper match while under pressure; perhaps this excitement also hints at interest in similar events moving forward.

What do you think? Would you like to see more side events like this, or would you rather tournaments remain strictly business, sticking only to brackets? Let us know in the comments.

Source: Versus FightingTV with a tip from OnoFighta