See the Street Fighter V Matches That Weren’t Streamed at NorCal Regionals 2016

As is the case with any tournament, not every match had the opportunity to be played on a broadcast station at the recently concluded NorCal Regionals 2016. A number of great sets from pools and even top 32 were played out off-stream.

Luckily, attendees were more than willing to capture these matches themselves. JoseR is one such person, and he’s provided a huge playlist for those of you wanting more action from this Capcom Pro Tour premier event.

The footage highlights some matches from NorCal Regionals vaunted “death pool” for on-site registrants, which included iPeru, MOV, Poongko, F3|Alucard, and more. These are joined by replays from the top 32, featuring players such as RZR|Xian, Kazunoko, QAN|Xiaohai, l|NuckleDu, MCZ|Mago, EG|Momochi, RZR|Fuudo, MJS|Haitani, YP|Filipinoman, Snake Eyez, EG|PR Balrog, and more.

We’ve shared a few of these videos below, but be sure to check out the full playlist for more.

Full results can be found in our coverage hub.

Source: JoseR

Mortal Kombat X Patch Adjusts Kombat Pack 2 Newcomers, Addresses Lingering Bugs

The folks at NetherRealm Studios dropped a surprise Mortal Kombat X update this morning on both PlayStation 4 and Xbox One. This ver.1.13 patch brings with it a number of changes, both general and character-specific. As is often the case, the Kombat Pack 2 newcomers were the targets of many adjustments, especially Triborg, who saw frame data changed across every variation.

In addition to balance tweaking, the update also fixes a number of bugs, and certain parry X-Rays will no longer be broken by multiple attacks hitting at once. Check out the full list of changes below and let us know what you think.

Mortal Kombat X 03/29 Patch Notes

General Gameplay Fixes

  • There is no longer an addition frame of input delay when simulate online delay is on and should now better match online play
  • Removed several camera, sound, and particle glitches due to rollback
  • Removed several possible online desyncs
  • If a breaker is initiated while the attacker is below ground it will no longer animate faster than normal
  • Some knockdown reactions now longer reset the buffered combo damage scaling used by unavoidable off the ground situations
  • Fixed a bug which could cause controller configuration options to be reset for a round after a rollback in an online match
  • The timer in survivor koth now starts at 150 seconds
  • Corrected some brutalities which had some issues with rollback
  • Made some corrections to movelist frame data
  • Some hotfix changes from the previous patch are now being applied correctly
  • AI tweaks for the Kombat Pack 2 characters
  • Multiple attacks hitting on the same frame should no longer sometimes break though Sonya’s, Subzero’s, Triborg’s (Cyber Sub-Zero) X-Ray parry

Character-Specific Fixes

  • Alien – Adjusted the collision of Towards+BK to no longer miss against some duck blocking characters
  • Alien – Away+BK is no longer high attack immune for during its active frames
  • Alien – Addressed an issue that was causing the opponents wakeup attacks to sometimes come out the wrong way after ending a combo in Tail Flip
  • Alien – Adjusted Tail Flip to address it sometimes missing against some characters if they were duck blocking
  • Alien (Acidic) – Can no longer win a round from poison damage
  • Alien (Acidic) – Acid Blood is now +1 on hit (down from +11)
  • Alien (Acidic) – Erosive Blood is now +8 on hit (down from +38)
  • Alien (Konjurer) – Fixed a bug that caused Facehugger to sometimes remove Kung Lao’s hat for the rest of a round
  • Alien (Tarkatan) – Reduced the meter gain on executing the Tarkatan Rush special moves
  • Alien (Tarkatan) – Adjusted Away+BP to reduce it missing against some characters if they were duck blocking
  • Alien (Tarkatan) – Straight Slice no longer builds meter on block
  • Alien (Tarkatan) – Added 5 recovery frames on delayed Straight Slice on block
  • Alien (Tarkatan) – Added 10 recovery frames on delayed Nail And Impale on block
  • Bo’ Rai Cho – Adjusted Towards+FK to no longer miss against some duck blocking characters
  • Bo’ Rai Cho – Reduced the stun length of Fart Cloud & Crop Duster by 39 frames
  • Bo’ Rai Cho (Bartitsu) – Chaining Down+BK after a jump punch does the correct Bartitsu attack
  • Bo’ Rai Cho (Bartitsu) – Adjusted the hit regions on Away+FK,FP+FK to hit more consistently after Away+FK hits from max range
  • Bo’ Rai Cho (Dragon Breath) – Added 10 miss recovery frames to Ground Blaze and it now has 2 active frames (down from 5)
  • Bo’ Rai Cho (Dragon Breath) – Doing Ground Fire or Ground Blaze while in a combo adds some combo damage scaling
  • Bo’ Rai Cho (Drunken Master) – Drinking no longer removes the full screen effects for Reptile’s (Nimble) Basilisk or Basilisk Runner and Jason’s (Relentless) Pursuit or Dark Pursuit
  • Bo’ Rai Cho (Drunken Master) – Adjusted the hit regions on Away+FK,FP+FK to hit more consistently after Away+FK hits from max range
  • Bo’ Rai Cho (Drunken Master) – Doing Drink or Chug while in a combo adds some combo damage scaling
  • Ferra/Torr (Lackey) – Colossal Crush will now correctly combo from a hit
  • Jason – When Killing Machine is disabled after blocking an opponent’s X-Ray attack there will no longer be lingering effects and sounds
  • Jason (Relentless) – The opponent can no longer execute a run from a buffered command while Pursuit or Dark Pursuit was up
  • Jason (Unstoppable) – Having a round end on Kano’s (Commando) Low or High Kounter will no longer skip to slowdown sequence which was removing the player’s ability to not have Resurrection trigger
  • Johnny Cage – Tweaked the 2nd hit of Nutcracker to remove some instances where it could miss from a some duck blocking characters from a certain distance
  • Kano – Camera can no longer get out of sync if a rollback happened when Kano is hit out of the beginning of Black Dragon Ball
  • Kitana – Slightly increased the range of Down+FK
  • Kitana (Mournful) – Adjusted Glaive Return timing on hit to combo more consistently from mid screen to full screen
  • Kotal Kahn – Adjusted the hit region of FP,FP to hit a little more consistently
  • Leatherface – Towards+BP is now +8 on hit (down from 13)
  • Leatherface – Towards+FK is now +15 on hit (down from 20)
  • Leatherface – Towards+BK is now +5 on hit (down from 15)
  • Leatherface (Butcher) – Skull Smash & Skull Fracture now have 8 startup frames (up from 6)
  • Leatherface (Butcher) – BP,BP is now +11 on hit (down from 21)
  • Leatherface (Butcher) – Towards+BP is now +12 on hit (down from 22)
  • Leatherface (Killer) – Killing someone with Psycho Rush’s Meter Burn will no longer sometimes skip the Finish Him sequence
  • Liu Kang (Flame Fist) – Adjusted repel regions of Windmill Punch & Windmill Flurry so the last hit is harder to low profile on block removing his option to 2in1 cancel it on block
  • Quan Chi (Sorcerer) – Having the armor trigger from Dark Curse while in a stun reaction will no keep his blocking disabled
  • Quan Chi (Sorcerer) – Added code to Dark Curse to not add armor if he being juggled in a reaction. This is currently not active because it would likely be more detrimental in most cases
  • Sonya (Special Forces) – Fixed being able to 2in1 cancel Drone summon into Drone attack commands
  • Tanya – Adjusted BP,BK to hit duck blocking opponents more consistently
  • Tremor – Added 5 recovery frames to Rock Shower
  • Triborg – FP is now +12 on hit (down from 19)
  • Triborg – FP,FP is now +9 on hit (down from 19)
  • Triborg – FP,FP,FP is now +15 on hit (down from 17)
  • Triborg – Towards+FP is now +13 on hit (down from 20)
  • Triborg – BP is now +14 on hit (down from 19)
  • Triborg – Towards+FK is now +15 on hit (down from 20)
  • Triborg – BP,FP is now +17 on hit (down from 24)
  • Triborg – BP,FP,FK is now -1 on block (down from -6)
  • Triborg – FK is now +12 on hit (down from 29)
  • Triborg – Away+FK now has 15 startup frames (up from 11)
  • Triborg – Down+FK is now +12 on hit (down from 18)
  • Triborg – BK is now +12 on hit (down from 17)
  • Triborg (Cyber Sub-Zero) – Towards+BP will no longer sometimes be missing it’s hit regions when canceled into from a run
  • Triborg (Cyber Sub-Zero) – Ice Ball now has 26 startup frames (up from 21)
  • Triborg (Cyber Sub-Zero) – reduced the stun frames on Ice Ball by 13
  • Triborg (Cyber Sub-Zero) – doing Drone summon while in a combo adds some combo damage scaling
  • Triborg (Cyber Sub-Zero) – doing Dive Kick while in a combo adds some combo damage scaling
  • Triborg (Cyrax) – Shrapnel-Port now has armor, does 5 more damage, and causes a different reaction on the 2nd hit
  • Triborg (Cyrax) – reduced the stun frames on Net & Advanced Net by 30
  • Triborg (Cyrax) – doing Bomb or Hover Bomb while in a combo adds some combo damage scaling
  • Triborg (Cyrax) – Net and Advanced Net will now miss-fire out if a Bomb or Hover Bomb has hit in the same combo
  • Triborg (Cyrax) – Hover Bomb will now miss-fire after 3 Hover Bombs have hit in the same combo
  • Triborg (Cyrax) – Bomb will now miss-fire after 3 Bombs have hit in the same combo
  • Triborg (Cyrax) – adjusted BP,FP,BP to prevent all 4 hits from being forced to be blocked against some characters
  • Triborg (Smoke) – will no longer be invisible for some frames when 2in1 cancelling Away+BP,FP or Towards+BP,FP into some background interactions
  • Triborg (Smoke) – reduced the initial damage of Smoke Cloud & Smoke Bomb by 2 and increased the drop damage by 2
  • Triborg (Smoke) – doing Dissipate and Evaporate while in a combo adds some combo damage scaling
  • Triborg (Smoke) – Doing Fade-Port and Smoke-Port while in a combo adds some combo damage scaling
  • Triborg (Smoke) – Smoke Bomb is now +5 on block (down from +8)

Source: WB Games, tip via NightmareSteam

Learn More About Killer Instinct’s Upcoming Shadow Lords Mode

Killer Instinct Season 3 has officially launched, but this updated version of the game isn’t the only thing the folks at Iron Galaxy Studios have in store for players. In a new post on Ultra-Combo, the team discusses the upcoming Shadow Lords mode, which we saw teased in the launch trailer. In their words, Shadow Lords is “part ladder, part arcade mode, part story mode, and part roguelike, all rolled up into one unique experience.”

All of these elements combine to create a game mode where players recruit characters to use against Gargos before he takes over the world–pretty standard stuff, but how do roguelikes fit in? According to Iron Galaxy, Shadow Lords will include a crafting system, as well as items and elements which carry over through multiple runs. The exact nature of these items and effects remains unknown, but a comparison to the progression systems in Rogue Legacy or The Binding of Isaac may not be too far off.

We aren’t sure when Shadow Lords mode will be making its way to our Xbox Ones and PCs, but we do know it will be during Killer Instinct’s current season. For more information, you can follow the link below.

Source: Ultra-Combo

Infiltration’s Street Fighter V Dominance Continues at NorCal Regionals 2016

Just one week off from the insanity that was Final Round, we found ourselves at yet another Capcom Pro Tour final this past weekend. This time around, the stage was set on the complete opposite end of the country at NorCal Regionals in Sacramento, California. After an entertaining main tournament, we were left with some familiar (and, in some cases, unexpected) faces in the top eight lineup.

The first set got things started in a major way with Mad Catz’ Hajime “Tokido” Taniguchi, fresh off a second place finish at Final Round, matching up against Northern California native Julio Fuentes. Tokido needs little introduction to viewers; he more or less invented Akuma in Street Fighter IV and was a regular sight in tournament finals. With no demon to play in Street Fighter IV, Tokido has defaulted to Ryu, who many regard as one of the title’s stronger characters. Julio, on the other hand, was a bit more obscure until recent performances. While he had some success in using Yun in the previous installment, he’s found himself in a more threatening position after a finishing second at Winter Brawl X.

Both players’ game plans were made immediately clear. Julio never bothered to hide the fact that he’s willing to hold forward on the joystick until he is directly a threat, and he continually used this aggressive spacing to get a lead in the first round. By capturing the pace, Julio was able to go all out, but Tokido responded by reacting in very specific ways. If you pay attention to replays, you’ll notice his Ryu make some minute spacing adjustments without using many buttons. It’s worth noting how reserved Tokido was, calmly gathering the information Julio gave him while minimizing risk. Once he was equipped with a full super bar, Tokido then decided to take a couple risks, paying off in a massive combo that secured the round.

At this point, Tokido had an advantage with little compromise and a solid grasp of Julio’s gameplan. At the start of round two, Ryu immediately went into solar plexus to catch a run forward, a call out that earned Tokido a huge reward and, eventually, the first game. In game two, Julio again opened aggressively. While he would find a hit, Tokido mashed out of pressure with low forward, blocking the follow-up roundhouse and immediately punishing for an added advantage.

Julio continued to earn hits and opportunities, but adjustments to his overall gameplan just weren’t there. He was punished for throwing out roundhouse on multiple occasions, and his attempts to throw bait with the shimmy maneuver were similarly countered. Over the course of their set, you may have noticed Tokido using a combination of crouching medium punch, jump back, and reversal throw. The first two were more than likely a result option selects (jump back light kick on defense is a tell-tale sign), and these defensive techniques require more specific answers than what Julio was providing. After being completely shut down with few mid-match changes to his strategy, Julio fell to Tokido without managing to take a single game.

In the next game of the winners bracket, Razer’s Seon-woo “Infiltration” Lee sat down to square off against Liquid’s Du “Nuckledu” Dang. These players have a long history in the Street Fighter IV series, with both able to boast strong records of success in those games. Seeing Infiltration here came as no surprise after his dominating win at Final Round, and many pegged him to win NorCal Regionals as well. Nuckledu’s appearance wasn’t a shock either thanks to frequent strong placings throughout previous Capcom Pro Tour seasons. Still, anybody playing against Infiltration at this stage is in for an uphill battle.

The first game of this Nash mirror started off with an explosion of movement before quickly turning into an absolute slugfest. This is a style of play Nuckledu is familiar with, but Infiltration didn’t hesitate to stack damage when his opponent overextended throughout the first game. Overall, it was hard to pin down where exactly these players wanted to be. This quick pace continued into game two, though a bit of restraint and patience on Nuckledu’s part earned him a first round victory. And despite eating a super early in round two, he continued to play a much more solid game. This competent play led to a huge opening where Nuckledu expended all his resources in an attempt to kill, but Infiltration survived, managed to squeeze out the round, and exploded in the tiebreaker to counter Nuckledu’s slower approach.

Recovering from a loss like that can be difficult. Nuckledu stopped for a moment to collect himself, then launched right back in without showing any signs of weakness. Again, the neutral tug-of-war swung back and forth. A strong sequence would give Nuckledu the upper hand early on, and he continued to maintain the overall pace of the match, an incredible feat in the face of Infiltration’s movement. A round-winning opening appeared and the crowd went wild, but the mental cracks began to show as Nuckledu dropped the combo with an unsafe special move. The combo was dropped with an unsafe special move, and Infiltration easily punished, taking advantage of further mistakes to move on in the bracket.

The night then moved down to the losers bracket. Marn, against all odds, had found his way out of the death pool, and then into top eight, earlier that evening. His next opponent was an old teammate: Evil Geniuses’ Ricki Ortiz. Her appearance in the finals bracket was expected thanks to her long history with the Street Fighter series and the many tournament accolades she’s earned along the way. It’s a real treat to see her going back Chun-Li, the character that helped put her on the map during the days of Street Fighter III: 3rd Strike, but the R. Mika powerhouse seated beside her was still a huge question mark.

The style in which Ricki approaches most matchups–controlling neutral and keeping the opponent from gaining momentum–seemed like the way to go against Mika. Despite early openings, Ricki was able to mash out successfully. She clearly had no desire to see Mika start rolling, and did whatever she could to stop it by staying in control. In round two, Ricki’s strategy looked solid, but a few critical missteps allowed Mika to get a win. Marn followed that victory with a dominating sequence in the third round, built off huge risks in the footsie game. Although Mika doesn’t have the strongest footsie tools, Marn was happy to throw out unsafe special moves in search of hits. But just as fast as Marn gained momentum, Ricki would swing that energy in her direction with a massive punish.

Heading into the second game, it looked as if Ricki had the answers to deal with Marn’s wakeup, but then R. Mika happened. Marn’s approach–looking for single hits into death–paid off as he pushed Ricki to the corner with another explosive opening. Still, Ricki looked in control; she was getting more openings, she played well, and took rounds. The damage, however, wasn’t there. Despite notching up another round, a single failed punish put Marn back into the game.

Ricki continued to look in complete control, but slipped up, again falling into the Mika blender and allowing Marn to mount another comeback. She continued to jab defensively with some success, but at that point it looked like Marn simply didn’t care. The damage from the light punches didn’t matter when he could continue forcing Ricki into oppressive situations. Game three opened with Marn finding multiple counterhits against Ricki and launching into a devastating series of mixups. Ricki looked rattled; she couldn’t find large enough openings while Marn was destroying her with every stray hit. She ultimately ended up back in the vortex, failing to stop Marn from continuing his tear into the bracket with another unexpected win.

If Nuckledu looked shook fighting Infiltration, he didn’t immediately show it when he sat down to fight Marn. As is the story with many of Marn’s matches, Mika was shutdown almost entirely in game one, leading to a decisive early lead for Nuckledu, only for Marn to open up the next game with a perfect. As he secured the game on a hard read, the camera panned to show Marn laughing like a cartoon super villain, which is never a good sign for his opponents. Marn entered the next round with no regards to personal safety, using Mika’s armored specials to fish hits. Nuckledu’s life bar melted under the pressure, and Marn ended the game playing with his food.

In Street Fighter, most players will give you a list of don’ts. You don’t jump at players recklessly. You don’t want to whiff buttons directly in the face of your opponent. You don’t throw out unsafe specials in neutral. Marn took that list and threw it in the trash. And why wouldn’t he? Nuckledu was reacting poorly to every mixup situation, giving Marn huge rewards for landing them. By throwing in reckless “don’ts” after showing situations that could be more easily answered, Marn created a minefield. Going from Infiltration’s meticulous play to Marn’s mindgames made for a nightmare bracket that Nuckledu was unfortunately forced to live out. The cracks deepened and, in a sign of complete defeat, he threw out a random super. While it went unpunished, it was all we needed to understand the young player’s headspace. Marn continued in the bracket, and Nuckledu went home.

Elsewhere in losers bracket, Evil Geniuses’ Justin Wong was squaring off Majestic’s Tatsuya Haitani. Justin needs no further introduction, but Haitani was an interesting name to see in contention. He’s been around the Japanese scene for as long as anybody can remember, having earned his god title during the glory days of Vampire Savior. Street Fighter IV was not as kind to him, but Street Fighter V might be right up his alley. Haitani’s early results show that he’s one of the strongest Japanese players at the moment, and he recently placed fourth at Final Round. That weekend, these two players faced off during top 16 with Haitani coming out the victor, and Justin now had his shot at the runback. While naysayers want to paint him as washed up after falling off during the tail end of the Street Fighter IV era, this match gave him an opportunity to prove he has what it takes to be a dominant force again.

With Justin’s Karin pairing up against Haitani’s Necalli, many likely would have pegged this matchup as a highly offensive affair with the high damage available to both characters. Interestingly enough, Justin didn’t seem to want to go that route, opting instead to get all of his damage out of poking. He chose ranges and walked in such a way that made it difficult for Necalli to use his normal closers, and it worked. Necalli couldn’t find enough openings to keep momentum going. In game two, Justin fished for something riskier and ate a perfect for his trouble, Haitani proving Necalli was still a threat. Justin defaulted back to the methodical approach, establishing that he didn’t need to over commit to remain aggressive. Justin’s manipulation of space here was top notch, using neutral jumps and varied button presses to mitigate Haitani’s guessing and punish ability.

Unfortunately, all it took for Haitaini to demolish Justin’s hard work was a single Necalli super, but the American competitor didn’t seem phased going into the next game, returning to his spacing plan and implementing it to near perfection. Justin’s defense here really needs to be commended. Despite finding himself on the wrong side of Necalli, he used a wide range of defensive options to bail himself out. The sign of a strong player will always be how much they can balance their various options as needed, and Justin did just that as he secured a lead in game count. In game four, Justin sought to put himself in a match point situation again before tragedy struck. The timer was ticking as both players found themselves close in health. Justin had a slight lead with 10 seconds left and attempted to timer scam, only to backdash into Necalli’s V-Skill at the last second to lose. Any player would have struggled to maintain after a loss like that, and Haitani took advantage of a slight fold in Justin’s gameplay to earn another game.

Even after this heartbreaking loss, Justin kept his eyes on his original gameplan. Slight adjustments on offense forced Haitani into different positions, which ultimately paid off in victory. Apart from staying alive in the bracket, this win also had important implications on the entire Capcom Pro Tour, as it was the first time an American had defeated a foreign player in top eight. Overcoming the strongest Asian players has looked impossible in the later stages of recent events; nevertheless, Justin pulled it off. He moved on to face a fellow American, Julio, in order to advance. Julio showed some flashy Ken combos and demonstrated monstrous damage, but fell into a pattern similar to the one during his match against Tokido. Justin had the defense and the spacing to not have to engage in those critical guesses too often, resulting in another win.

Now, Justin had to face the demon of the bracket, and he knew this demon well. Marn and Justin go back a long ways, with intertwining careers that have seen both as part of the same organizations and teams on more than one occasion. They shared a very friendly exchange before getting into the match. Marn immediately tried his Mika tactics, only to run into a brick wall. Justin’s play spoke of how long and how often he had put up with these shenanigans in the past.

Simply put, Marn got bodied so hard that, if you went for a bathroom break between matches, you probably missed it. But to be fair, if Marn was going to get blown up anywhere in the bracket, it would have been here. Forgetting their familiarity from years and years of competition, Justin’s play is built from the ground up to beat players like Marn, mitigating their randomness with the sheer solidity of his strategy. One merciless beating later, and Marn is eliminated. We can postpone the end of the world…for now.

After a lengthy visit to the losers bracket, the time had come for the winners finals match. Tokido versus Infiltration was an often predicted runback from last weekend’s Final Round event as both players are absolute powerhouses who have looked unstoppable in the early days of Street Fighter V competition. That being said, Infiltration won the previous weekend without dropping a single set. Either Tokido would beat him here or Infiltration would become the undisputed king of the young game.

What ended up being immediately apparent was Tokido had changed his approach to a slower, reactive game focused on footsies. Infiltration took some early hits to give Tokido a slight lead, but the following barrage of Bazooka Knees showed that Infiltration already had a backup plan that wasn’t on display at Final Round. And remember all those defensive options Tokido had up his belt in previous matches? A lot of them were being thrown out with delayed timing, which, despite their strength, leads to a critical weakness against slower, higher reward moves. In an effort to sniff them out, Infiltration stuck to throwing out delayed crouching fierces as throw bait, and was ultimately rewarded with a massive counterhit into huge damage. More important than the damage, Infiltration might as well have looked at Tokido and said, “I know what you are doing and you will stop doing it.”

Tokido’s gameplan had to be reworked. The defensive options he relied on earlier, option selects or not, had to change. In the neutral game, he couldn’t find solid spacing to commit to a gameplan as Infiltration adjusted it constantly. Late in a round, Infiltration again had success with a delayed button press as his throw bait. The next time Tokido found himself in a throw or strike guess, he attempted reversal grab, prompting Infiltration to walk back and check what the options were coming out, rewarding him with more damage and information.

This entire time, Tokido’s Ryu looked like he was doing a lot of things right; he landed good combos and had his fair share of successful moments. The thing is, whenever Infiltration was at an advantage, he was able to throw something new at Tokido and win the round. It was far from impossible as Tokido managed to squeeze out a game by simply not being put in those bad situations, and game four came down to the final round before Infiltration found what he was looking for the entire set. Nash was in position to throw, took a step back, and then connected with a stand fierce confirm into super. Infiltration’s conditioning of Tokido up to this point was an unbelievable blow that cemented the fact that he is simply too far ahead of the competition right now. As if to point out what he just did, he proceeded to throw Tokido three times in a row to win the set.

Through a combination of using every neutral tool possible to keep players off their footing and an understanding of how players want to react on defense, Infiltration sat in grand finals. Tokido now had to face Justin Wong in losers finals for his chance at redemption. Justin’s plan to play a more poke heavy and aggravating game with Karin got him this far, so there was no reason to doubt he wouldn’t stick to it.

There was one factor at play here worth noting right off the bat. All of the top eight matches were on a big stage for everybody to watch, including the competitors. Both Justin and Tokido had a lot of footage to pick over that day, but somebody was always going to get better information out of this. Infiltration’s method of picking apart Tokido was something Justin had to have noticed, as he carried those techniques into his own matchup. In the first game, he baited Tokido to check for mashing in a similar way to Infiltration. Game one went to Justin off a walk back throw bait, well into the round after offense had been established. A lot of Justin’s damage also came from the harassment based poke game he used against Haitani. Tokido stuck to his stronger Ryu tactics against Justin without seeing the consistent reward needed to win.

Tokido started to adjust in game two, using light buttons to keep checking Justin’s pokes. When Justin started walking for throw baits, Tokido simply blocked for extended periods of time, but it still wasn’t enough to deal with Justin’s impeccable footsies. Poke damage continued to add up, and Tokido was forced to put himself into bad situations. In the meantime, Justin used V-Skill often in order to have V-Trigger ready, and although his V-Trigger use was rather subdued, he received the information that Tokido wanted to act between the first and second rekka. To close out game two, Justin went into the neutral punch follow-up for the small gap, leading to a game-ending hit and a 2-0 lead.

With copious amounts of information at his disposal, Justin went in hard to start the third game and quickly took the first round. But Tokido wasn’t giving up, and continued to make small adjustments and look for ways out. Both players ended up just a hit away from death, and Justin found a way in, landing a delayed button against Tokido’s mashing in a confident call out. This turned into a combo that should have secured the win, but Justin dropped it. Tokido lived and woke up to kill Justin with an uppercut into super. In one heartbreaking moment, Justin went from being in grand finals to crashing into his own nerves. The next round, Justin landed another huge combo into super to further his lead, but the super whiffed and Tokido fell out of the combo, responding with a full punish. Justin ended up losing an entire game to these huge drops, opening the door for a massive Tokido comeback. Even though he played incredibly smart with a huge lead, Justin managed to fall short of playing against Infiltration.

The question heading into grand finals was whether or not Tokido could figure out a way to break through the multitude of techniques Infiltration had waiting for him.

The answer to that question wound up being an emphatic, “Nope.” After the rollercoaster that was losers finals, Infiltration unceremoniously cut Tokido down with a decisive 3-0 victory in matches that looked similar to winners finals. The level of play was high and the matches were good, but there was no standing up to Infiltration. The strategies he prepared and the options he had loaded before even showing up to a match were so far ahead of everybody else it was unreal. He wasn’t even overusing a lot of the advanced techniques players were worried about, instead opting to show up with a huge book of answers. Whatever method he has come up with to piece together these strategies is going to be questioned and sought after even after somebody manages to defeat him.

With first-place finishes at the first two Capcom Pro Tour premier events, Infiltration walks away looking like an unstoppable monster. With only one player qualifying so far, competition to dethrone the current champion is going to be fierce, especially with a huge number of ranking points still up for grabs. The competition at qualifiers this year is already incredibly fierce, and we can’t wait to see what happens at the next one.

Street Fighter V Store Includes Alternate Costumes, Profile Themes, and More

Aside from new character Alex, tomorrow’s Street Fighter V update is also scheduled to add an early version of the in-game store. This will allow players to spend their hard earned fight money on a number of items.

But what exactly can be bought in the game’s store? Well, the folks over at r/streetfightermods have been hard at work pulling these details from the update data.

In the video below, they highlight a number of character-specific Fighter Profile themes, alternate costumes (including story mode, premium, and pre-order outfits) alternate colors, and what appears to be backgrounds for custom titles, all of which will supposedly be up for purchase when the store launches.

Apart from this future content, Street Fighter V recently received a challenge mode, expanded lobbies, balance changes, and more in a previous update. Players can expect to get their hands on Alex and the content detailed above starting tomorrow, March 30.

Source: Street Fighter V Mods via r/streetfightermods

Killer Instinct Season 3 Now Available on Xbox One, PC

After closing out last year strong with season two and an exciting World Cup event, Microsoft and Iron Galaxy Studios are ready to present a third chapter in Killer Instinct’s rebooted legacy. Like previous seasons, players can expect to receive new characters and skins alongside a variety of balance changes and visual upgrades.

At on the onset, Killer Instinct’s cast expands with guest and classic characters: Battletoads and Halo receive some representation thanks to Rash and the Arbiter, respectively, while Kim Wu and Tusk return from previous outings. Each character comes with a default and retro outfit, which can be customized with various accessories and colors to help players stand apart from their fellow competitors.

Down the line, season three will see the vampiric Mira and past antagonist Gargos join the party in April and May, with Gears of War’s General RAAM, another unannounced character, and additional modes set to launch over the summer.

Due to Killer Instinct’s incremental releases, there are a variety of packages players can purchase to catch up. These have been detailed below, along with content and pricing. Note that the PC version of the Supreme Edition bundle is $10 cheaper because it lacks the classic rereleases of its Xbox One counterpart.

Combo Breaker Includes 8 new fighters including Rash, Arbiter, Kim Wu and Tusk Xbox One: $19.99

Windows 10: $19.99

Ultra Edition Includes VIP double XP booster, 8 retro costumes, accessory sets, bonus retro color 7 for all Season 3 characters, and 18,000 KI Gold Xbox One: $39.99

Windows 10: $39.99

Supreme Edition Includes every fighter from Seasons 1, 2 and 3, all content from all 3 Ultra Editions including costumes, accessories, 18,000 KI Gold, VIP double XP boosters, bonus colors for Season 3 characters, Killer Instinct Classic and Killer Instinct 2 Classic for Xbox One Xbox One: $59.99

Windows 10: $49.99

Double Combo Includes all 17 Killer Instinct characters from Season 1 / 2 Xbox One: $29.99

Windows 10: $29.99

And finally, balance changes! Killer Instinct Season 3 includes a huge list of adjustments, updating both the core mechanics and characters in an effort to provide the most competitive release to date. You’ll find the full list of tweaks in the box below.

Killer Instinct Season 3 balance changes

This release will no doubt mark another resurgence in Killer Instinct competition, so don’t miss out if you plan to take part in tournaments over the coming months. If you’ve already had some time with the update, let us know what you think in the comments.

ZeRo Offers Even More Super Smash Bros. Post-Patch Analysis

As companion pieces to his post-patch analyses for Sheik and Mewtwo, Team SoloMid’s Gonzalo “ZeRo” Barrios released three more reels dedicated to Nintendo’s recent Super Smash Bros. for Wii U update. In these new videos highlighting Cloud Strife, Metaknight, and Greninja, ZeRo aims to demystify these nuanced changes.

If you’re like me, you’re probably still wrapping your head around the fact that Nintendo actually buffed Greninja; not that the character was overpowered before, mind, but it has suffered its share of unexpected nerfs since the game’s release.

Could this mean we’ll be seeing an uptick in the occurrence of Greninja? We’ll have to wait and see.

Source: ZeRo

Fashion-Forward Tusk Dons Dapper Top Hat in Killer Instinct Season 3

When you’ve been around for a thousand years like Tusk, you’ve likely had time to do a little bit of everything, including accrue a truly impressive wardrobe. The folks at Iron Galaxy Studios recently gave those who tuned into their live stream a quick look at the duds they can expect to see Tusk wearing once Season 3 launches. Earlier today, they uploaded a full array of high-resolution images of these outfits for us to take our time and truly enjoy.

In addition to Tusk’s seriously sweet, loosely steampunk-inspired getup, the images offer a look at the recolor options available to both the modern and retro outfits. Check out the stills in the gallery below and let us know what you’ll be wearing while whacking enemies with your sword.

Click to view slideshow.

Killer Instinct Season 3 is set to launch on Xbox One and Windows 10 on March 29.

Source: Ultra-Combo

Check Out Some Early Alex Gameplay in Street Fighter V

I’m not going to try to explain how these things happen, but someone has made it so that Alex is playable in Street Fighter V. Many of his assets were added to the game in today’s update, and now we have a tiny bit of footage showing off the moves he has at his disposal.

Below, you’ll see Alex throwing, stomping, and more, just don’t blink.

Alex will be playable this Wednesday, March 30.

Source: killbox101, tip via Neoxon

Killer Instinct Adds Mira in April, Gargos in May

Killer Instinct is set to swing into its third season of content tomorrow, adding four playable characters, upgrading the visuals, balancing the gameplay, and a whole lot more. As such, the developers dropped a hype launch trailer highlighting its release.

While much of the information detailed above has been known for some time, it does provide a few exciting extras. Vampiric newcomer Mira will join the game in April, while big bad Gargos returns in May. Two final fighters are expected to launch in both June and July.

The video also shares a brief glimpse of the new Shadow Lords mode, but details are still scarce. It appears to employ a sort of overworld map, where players can take part in missions involving the game’s various characters, but we’ll have to wait for official word to learn more.

Killer Instinct Season 3 launches for Xbox One and Windows 10 tomorrow, March 29.

Source: Xbox