Every character in Guilty Gear Xrd -SIGN- brings a host of unique abilities to the battle, but none of these abilities offer the same sort of chaos as Faust’s item toss. The right item at the right time can change the flow of a match entirely, but only if the person playing Faust knows how to take advantage of such a situation.
In the video below, Zissou picks apart every item Faust can send careening toward his opponents and how to make the most of each piece as it appears. Additionally, the tutorial provides a look at how those fighting against Faust can deal with the chaotic nature of the character, so even those who don’t often find themselves at the helm of the good doctor can make use of this information.
Like many modern fighting games, Street Fighter V’s practice mode offers up a number of options to help budding competitors improve their skills. One such function, the ability to record more than one action for the training dummy, can be used to improve reactions.
As demonstrated by jmcrofts in the video below, by setting one recording to throw a fireball, the other to jump in, and the third to do nothing, you create an opportunity to test your counters in a safe, infinite environment.
While this might be the most obvious thing in the world to anyone familiar with fighting games, be sure to pass it along to someone who might be interested in learning Street Fighter V.
The folks behind Super Desperation Radio–Giby, Lord Walkman, Sanchez, and SuperFX–recently moved from IPLAYWINNER to Team Spooky, but that doesn’t mean their content has changed. We’ve gone long enough without them on the front page, so you can look forward to checking out their show every Monday night right here on the Shoryuken.
Tonight, they are set to go live with another broadcast, discussing topics like Street Fighter V, King of Fighters XIV, Guilty Gear Xrd -REVELATOR- newcomer Raven, Dream Cancel Cup, and more.
If you have yet to check this stream out and are in the market for a new fighting game talk show, we highly recommend tuning in now.
When Killer Instinct season three drops this March, new characters and stages won’t be the only additions to the rebooted title. Iron Galaxy Studios recently provided a quick look at the game’s updated visuals.
In a new blog post, Killer Instinct art director Chad Greene talks about what they’re doing to enhance its aesthetics. Most of this will come from a new dynamic lighting system that changes how players perceive what’s on the screen. “[Season one] had a ‘deep black’ look that many fans really loved, and we’ve gone back to it (with a ton of upgrades!), so you’ll see deeper darks and more ‘mood’ throughout all the stages,” Greene explains.
Old lighting on the left, new lighting on the right.
Other additions to the graphics include new reflection technology for the stages, as well as the re-introduction of screen space color adjustments that work with gameplay. Characters now get realistic bounce and fill lighting while also receiving strong rim lighting to help pull them out from the background.
Read more about these Killer Instinct updates by following the link below to Ultra-Combo.
In the most recent episode of his personal tutorial series, Ari “Floe” Weintraub discusses footsies. This topic ranks among the most difficult concepts for newcomers to pick up, as it eludes a simple definition. Those who’ve just gotten their start in the fighting game community with Street Fighter V will likely lack understanding of all the intentional whiffing and wiggling about they encounter in online combat, but Floe does a good job illuminating the situation.
The footage below offers a look at Floe’s definition of footsies, which essentially boils down to a combination of whiff punishing and calculated deception–certainly a fair definition. Those who have tuned into previous episodes of Floe’s show will be quick to notice the continued increase in quality through a new well-organized lesson plan as well as added visual effects.
And even though now Floe graces us with his presence from in front of fabricated firmament, he assures us that he still loves us.
Miss a previous Floechart? You can find past episodes by following this link.
In the most recent episode of his personal tutorial series, Ari “Floe” Weintraub discusses footsies. This topic ranks among the most difficult concepts for newcomers to pick up, as it eludes a simple definition. Those who’ve just gotten their start in the fighting game community with Street Fighter V will likely lack understanding of all the intentional whiffing and wiggling about they encounter in online combat, but Floe does a good job illuminating the situation.
The footage below offers a look at Floe’s definition of footsies, which essentially boils down to a combination of whiff punishing and calculated deception–certainly a fair definition. Those who have tuned into previous episodes of Floe’s show will be quick to notice the continued increase in quality through a new well-organized lesson plan as well as added visual effects.
And even though now Floe graces us with his presence from in front of fabricated firmament, he assures us that he still loves us.
Miss a previous Floechart? You can find past episodes by following this link.
After a number of quick fixes were applied to the poor launch of Street Fighter V, the developers have seen fit to bring the game’s servers down today for a bit of scheduled maintenance. Starting at 1 PM PST (4 PM EST, 9 PM GMT) and ending around 4 PM PST (7 PM EST, 12 AM GMT), this period will be spent reviewing the growing list of issues and prioritizing their correction.
If you’re out of the loop, players excited to jump into the world of Street Fighter V were met with a number of problems as soon as it game released last week. Servers routinely booted users offline, matchmaking was a chore, and lobbies were broken to the point of uselessness. It was, essentially, the complete opposite of a successful launch.
Capcom has kept players apprised of their fixes via regular updates on Capcom-Unity as well as ongoing support from SFV Server. We’ll be sure to keep everyone updated as more information on their current work becomes available.
With Street Fighter V’s first official weekend behind us, it’s time to brush up on game mechanics and tactics with this week’s opening community roundup!
F.A.N.G is weird, so weird that he can be somewhat intimidating to approach. Luckily, those interested in the newest addition to Team Bison need look no further than David “UltraDavid” Graham’s F.A.N.G breakdown to get started. In the video, David discusses important ground buttons, making the most out of specials through things like dealing with fireballs, how his poison effect works, and much more.
If you’d prefer to learn some lesser-known F.A.N.G facts rather than sit down for a full-on tutorial, Triox’s newest video may be just what you’re looking for. These four facts will not only help aspiring F.A.N.G players, but should give those facing him an idea of the tools he brings to a match.
The folks at Smash and Grab recently released a video taking a look at the damage scaling incurred by the use of V-Trigger mid-combo. While this doesn’t affect every character in the same way thanks to the unique nature of the mechanic, many characters may want to rethink the way they perform punish combos to make sure they’re not lowering their potential damage output.
Dealing with projectiles is an important part of every fighting game, and in his latest video, Jay Rego offers a look at how Ken can do just that in Street Fighter V. Making use of his V-Trigger, the shoto’s burning foot negates plasma while potentially resulting in big combo damage.
Wauhti has been hard at work finding devastating resets with R. Mika. It’s no secret that her Irish Whip offers plenty of reset potential, and while the options in the first video do incorporate the move, it’s not the star of the show; Mika’s V-Trigger, combined with slight alterations in jump timing, is. The second video offers a look at a reset that results in 950 stun output without the use of Irish Whip, meaning a single incorrect guess could result in the opponent seeing stars.
Draws in fighting games aren’t all that common; however, that may not be the case in Street Fighter V. Thanks to the ability to deal gray damage with some normals–as well as a handful of other methods–and the inability to chip out opponents with non-Critical Arts attacks, those last second ticks of gray damage may result in more single pixel ties.
In the footage below, from Dreekuz, a situation plays out where a Nash player makes a remarkable comeback against a Dhalsim, but doesn’t have enough time to score a final hit. Instead, he tacks on some gray damage, making the Dhalsim’s effective health equal to his single pixel, therefore forcing a Draw. Had the Sim had time to regenerate the temporary damage, the results would have favored him.
This presents an interesting situation moving forward. Assuming such a mechanic remains in place–that is, assuming gray life continues not to count as effective health–tournament organizers will need to consider how to handle this sort of thing in the event that it comes up. Should both players receive a W, or should neither?
Up next, we’ve got videos from Vandylizer and Af0 that cover topics important to anyone picking up a new fighting game: breaking bad habits that may carry over from previous titles. While these tips might be obvious to experienced players, those new to fighting games or those making their first transition to a new entry in a series are likely to learn a thing or two regarding how some of our habits from Ultra Street Fighter IV look in Street Fighter V.
M. Bison’s V-Trigger transforms his dash into a short-ranged teleport. While the applications of such an ability may be obvious to those players who’ve been around for a while, those new to the genre may not find them quite so obvious. In the video below, mickdo8640 offers a couple of ways to apply a simple mixup using this mobility option.
Next, Luckbox Q offers a look at a few ways to put Dhalsim’s V-Trigger to good use. Many of these setups offer situations where opponents are forced to spend some time standing in the flames before they’re able to escape the constant gray life damage.
The video’s editing is a little on the choppy side thanks to the abundance of slow-down effects and screen-transitioning wipes, but the information is worth looking into for all you Dhalsim players out there.
To close out today’s roundup, we’d like to ask a simple question: what happens when an immovable object encounters another immovable object? DNO may have found the answer through this goofy Zangief mirror featuring the Red Cyclone slow-walking into himself–thanks to the use of his V-Skill–for three full rounds. You don’t really need to watch the whole video to get the idea, but with iron bodies so mesmerizing, good luck turning it off.
We know you’ve found some tech you’d like to share, so send it our way! Your videos may appear in our next Street Fighter V community roundup.
Some time back, East Point Pictures released The Smash Brothers, a documentary series that focused on Super Smash Bros. Melee and its competitive scene. Now, they’re set to follow up on that success with METAGAME.
METAGAME focuses on Cloud9’s Joseph “Mango” Marquez, Alliance’s Adam “Armada” Lindgren, and Evil Geniuses’ Kevin “PPMD” Nanney. As three of the strongest players in the scene today, their stories intersect as competition in the classic title continues to grow.
A short preview of this documentary was shown at MAGFest this past weekend. Those who missed it can check it out below.
METAGAME is expected to drop sometime this winter.
A while back, Evil Geniuses’ Momochi recorded a set of videos focused on how to master Ultra Street Fighter IV. Fans of that video series will be pleased to know that this top player intends to bring the same sort of knowledge to early adopters of Street Fighter V, the first portion of which you can find below.
As series of this sort tend to do, Momochi opens with a lengthy introduction to the system mechanics present in Street Fighter V. While we’ve all had plenty of time by now to familiarize ourselves with what the new title has to offer, Momochi’s insights into the importance of throws, proper recovery teching, and other system offerings may spark some alternative ideas.
If his videos from Street Fighter IV are any indication, we should expect to see some advanced techniques soon.