Street Fighter V Collector’s Edition Guide Only $24 on Amazon

Those of you who passed on Prima’s Street Fighter V guide due to the steep pricing may find that it’s a little more manageable now. The resource is currently on sale for only $23.99, a nice discount from the normal $39.99.

The hardcover book comes with complete frame data for all characters, sample combos, and early strategies to learn along the way. While guides of this nature typically become collector’s items shortly after release, the digital companion that comes bundled with every purchase will be updated for at least a year.

You’ll find a sample page from the guide below; click through for a better look.

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There’s no telling how long this discount will be available, so be sure to jump on it soon if you’re interested in grabbing one of these limited guides.

Source: Amazon, tip via PJbottoms

King of Fighters XIV’s Graphics Continue to Improve

When the King of Fighters XIV was first announced last September, many took issue with how the game’s new 3D graphics. Perhaps as a response to this feedback, SNK Playmore has been slowly but surely making tweaks and changes to the graphics in each succeeding build.

In his latest video, ATRyoSakazaki cuts together clips from King of Fighters XIV’s various trailers and gameplay footage, directly comparing similar scenes to showcase just how much the visuals have been tweaked each time. This helps highlight some of the subtle changes that have been made, such as improvements to the lighting, textures, and, in some cases, even the facial features of some characters.

Source: ATRyoSakazaki

Capcom to Implement Street Fighter V Battle Lounge Fixes Over the Weekend

Keeping with their promise to provide regular updates on fixed, Neidel “Haunts” Crisan recently dropped another Street Fighter V status report.

While much of it is the same as last time, it would appear the developers have corrected an issue that was keeping newer Fighter IDs from being found through searching. Now, it will take just 30 minutes for them to show up in the database.

Additionally, we now have a time table for when battle lounges will stabilize. Capcom plans to start rolling out fixes for online lobbies over this coming weekend, so stay tuned for more details.

If you continue to run into issues, be sure to drop a line to @SFVServer on Twitter to make sure they’re aware.

Source: Capcom-Unity

Preliminary Street Fighter V Frame Data Added to Shoryuken Wiki

Anyone familiar with James Chen knows he puts a lot of blood, sweat, and tears into the Shoryuken wiki. His contributions, not to mention the work of other various other volunteers, has resulted in pages upon pages of fighting game knowledge. Now, with Street Fighter V in the wild, work begins anew.

With extensive support from Sean Gilley, the Shoryuken wiki now features preliminary frame data for each of Street Fighter V’s cast members. Looking for ways to punish Birdie’s annoying Bullhead rush? They got you. How about figuring out the perfect frame trap with Chun-Li? Yep, this information should help there too.

If you skipped out on picking up the official guide (either physical or digital), the wiki should be the next best thing to learning the ins and outs of Street Fighter V. While there’s obviously more to be done be sure to give it a look and let us know what you think.

Should you run into any errors or inaccuracies, feel free to let James know on Twitter and they will be fixed as soon as possible.

Learn to Teach: 7 Tips for Teaching Street Fighter

It’s no secret that Patrick Miller, a past contributor to Shoryuken, has been on the forefront of dropping fighting game knowledge for newcomers and veterans. Hell, he dropped a whole book on the subject back in 2014. It’s really good, too.

Following up on previous subjects like general improvement strategies and learning from a loss, Pat recently shared a handful of tips for teaching someone else how to play Street Fighter. He’s graciously given us permission to republish it in full, so check it out below or in its original form on Medium.

My five tips for learning how to learn Street Fighter seemed to go over well, so I thought I’d do a followup piece on learning how to teach Street Fighter.

Fighting games are hard to learn. Most things that are hard to learn have people who teach them — martial arts, music, math, whatever — but fighting games don’t have a whole lot of that. There is a lot of advice and knowledge sharing — “Don’t jump” or “Check out these bread and butter combos,” for example — but there isn’t a whole lot of straight-up teaching. When I wrote From Masher to Master, I wanted to create a textbook that people could work through with their friends for exactly that reason. (Plug: It’s a free download over here.)

This is understandable, because teaching is work, and it’s a different skillset than playing, and most of us aren’t any good at it, and besides, you probably got together with your buddy because you wanted to chill out and play some games, not spend time Explaining Stuff! But if you really want your buddy to get into fighting games and see what you see in them, stepping up your teaching game is probably the easiest way to do that. If you’ve been around in fighting games for a while, you know that it can take months to get semi-decent at a game — good enough to start having fun — but I think a lot of that is because we mostly force people to learn these games on their own.

I’ve been teaching my girlfriend Irene to play Street Fighter V, and I streamed one of our sessions; you can see the video below, if you like. I don’t really recommend watching the whole thing, because it’s two hours of us in Training Mode, but if you skip around a bit you can see some of the things I like to do when teaching someone.

So: Seven tips for teaching fighting games!

1. Take your time

Be prepared to spend an hour or more in a decent training session. It’ll probably take some time for your friend to translate your words into hand-motions, and it’ll take even more time to make sure it settles in and sticks in their brain after the session is over. When you explain a concept (Footsies 101) and give them a task (walk back and forth and try to hit me with c.MK), give it some time to breathe. Let the drill get a little bit old before switching to the next thing so you can make them feel like they’re ready to move on — “This lesson is going too slow, hurry up” is a better feeling for a student than “I can’t keep up with all the things you’re teaching, slow down.”

2. Simplify the game, then add layers

Imagine playing Chess when you don’t know what all the pieces do, and you have to learn what they do by watching your opponent crush you with them. You’re not really playing against the opponent in this scenario, you’re playing against the game. Well, that’s basically how fighting games work until you have a fundamental understanding of each matchup, and it’s not a whole lot of fun for new players — which is why your goal is to get your friend to the point where they know enough that it is fun.

Rather than tell your friend to learn every character’s moveset, I like to try playing simple competitive drills that reduce the game to a few moves, so they feel like they’re playing against you. After all, that’s the part that’s fun in fighting games, and if we learned anything from Divekick, it’s that you don’t need to have dozens of moves to make a fun fighting game! For example, I always start out every first-time training session with a few minutes of sweep-only sparring in a Ryu mirror match, where the only thing you can do is move left and right, block, and sweep. After a few minutes of that, I’ll add crouching medium kick, and then I’ll introduce the fireball and get them practicing that motion, and then eventually add jumping and Dragon Punches.

If you jump head-first into a fighting game, you’re going to feel like you’re drowning in the sheer volume of stuff you need to know. Your job as a teacher is to introduce that stuff at a much more reasonable pace and give your student the conceptual tools needed to understand why someone would want to use X move over Y in any given situation, so they can study this stuff themselves at their own pace.

3. Explain execution.

With a new player, you may have to explain how to do a move in more detail than “Do this.” I don’t teach a fireball motion by saying “Do a quarter-circle from down to forward on your stick,” I say “Hold the stick in the down position, then gently roll it to down-toward and toward, and hit the punch button as soon as you hear the toward switch click.”

Fighting game execution requires careful coordination between both hands! In that respect, it’s a lot like learning a musical instrument, and indeed, if people are playing on a stick, I often suggest that they think of a move or a combo as a series of notes that they need to reproduce. I’ll do the move myself, ask them to listen to it, and then let them try to recreate it. Also, make sure you take some time to explain how to hold a stick, and don’t let their hands fly off the stick when they’re done performing a move.

Once you get into more complicated executional tasks, you can start using stuff like “Chunking,” where you break a sequence down into individual parts, practice them, and then try to put them together. In that video above, I have Irene doing Chun-Li’s s.MP, c.MK xx MK lightning legs, and I had her practice the first part and the second part separately until she could hit those parts on both sides five times in a row without stopping.

4. Don’t practice one thing for too long.

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Artwork c/o Jonathan Kim

I think it was PR Balrog who talked about the way he practiced things in Training Mode: He’d work on one thing for a little bit, then move on to something else, then go back to that first thing. I don’t really know why this works, but it does feel like your brain will get on stuck on something if you can’t do it quite right, and when you switch tasks and come back to it a little bit later, you’ll find that you can do it a little bit better.

So, try this out in your own Training Mode as well as your teaching time. Do a thing for a few minutes, then do another thing, then go back to review the first thing. You should find yourself improving at each task more quickly per minute of practice than if you just spent the whole time working on a single task, and you get to spend less time throwing yourself against a wall feeling like a failure (which is not a good feeling for a new player).

5. Make this a habit.

Just like any other hard-to-acquire skill, you won’t see godlike gains in a few cram sessions; getting good at fighting games requires habitual practice. So if you’re really trying to help your friend play fighting games, get together with your friend as consistently as possible, and when you’re not there, make sure they have a few things they can practice for a little while on their own. Give them Training Mode homework, even if it’s just reviewing stuff that you’ve worked on together. The only guaranteed way to get better at fighting games is by practicing and playing, so if you encourage them to put in some improvement-minded training mode time before playing some online games, you’ll get them to level up that much quicker (which means your teaching sessions can get to the fun stuff!).

Drilling stuff in Training Mode is one of those things that feels like a drag and a pain in the ass until you turn it into a habit, and eventually you can come to enjoy it and look forward to it. It’s rewarding to see yourself improve, after all, and you’re more likely to feel your improvement when you see your training mode homework getting easier every day than you will in online PvP.

6. Gradually escalate the intensity.

The best teachers I’ve had in martial arts use a three-stage process to teach a new skill. First, they teach the move slowly, explaining each part step-by-step, and they make you drill it against a compliant partner for about 10–15 minutes. Once you feel like you have the motions down, your partner starts to exert a little bit of resistance, starting at 20% effort and then maybe moving up to 60% or so. This is important because without that resistance, you don’t learn to develop the sense for how it actually feels to do the move against someone who knows what you’re trying to do, meaning the move would only be useful against untrained scrubs (and generally, we don’t practice martial arts to beat up untrained scrubs). After that, you move on to using the move in a friendly sparring session, to see how it can integrate into the rest of your toolset — maybe this move fits into this other series of moves you’re already comfortable with, for example.

I like to do this in fighting games, as well. If you’re teaching a Dragon Punch, phase 1 is “Practice this motion until you can do it five times on each side without messing up,” phase 2 is “Okay, now hit me with it while I jump at you over and over,” and phase 3 is “Now let’s add some sweeps and fireballs to the mix.” To put this another way, they don’t actually learn the move when they execute it, they learn the move when they can consistently perform it against a resisting opponent. And the best way to get there is to gradually add intensity.

7. Talk!

As anyone who’s ever done a martial art or watched Kung Fu Panda 3 knows, at some point, the only way you can level up yourself is by teaching other people. Teaching forces you to turn the things you know in your brain and hands into words. It’s really hard, but it’s kind of neat because it makes you realize that you might not know things as well as you thought you did — which gives you a list of things you can practice and improve for yourself. Also, once you get good at teaching, you may find that having to explain stuff actually makes things more simple for you, too.

However, none of that happens if you don’t talk to the person you’re trying to teach. I wouldn’t worry too much about whether you’re saying the right thing in the right way or not! Just talk about the game. Explain what you’re doing and why; explain what they’re not doing and why they should be doing something else. I don’t think you’re really playing a fighting game until you can understand what decisions you’re making, what decisions your opponent is making, and why both players are making those decisions, and the best way to develop that analytical skill is to talk about it. Without the why, these games aren’t nearly as fun.

You can stay up to date with Patrick’s work by following him on Twitter, Twitch, YouTube, Tumblr, and Medium.

Team NINJA Announces Dead or Alive 5 Last Round Battle Royal 2016

After a successful inaugural run in 2015, Team NINJA is prepared to support another year of competition with Dead or Alive 5 Last Round Battle Royal 2016. While the circuit has been significantly shortened, there’s more money on the line than ever before.

As is detailed in the graphic below, the tour begins at Final Round 19 next month and stretches into October for The Fall Classic 2016. Winners at each of the tournaments on the official schedule will earn an all-expenses paid trip to the grand finals event at Northeast Championships 17, which is set to feature a $6000 pot bonus.

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Some of you may have also noticed that the image above confirms another Battle Royal event for 2017, so get ready for at least two more years of excellent Dead or Alive competition.

Source: Team NINJA, FreeStepDodge, tip via NightmareSteam

Street Fighter V Roundup – Rashid Juggles, Big Zangief Damage, and More

Four days out after Street Fighter V’s official launch and people are still busy looking for all the information they can get. In today’s roundup, we’ve got big damage, setups, strategies, and tutorials, so let’s get started.

First up, we start with the basics. Air and Behrudy have shared the first two videos of the Street Fighter V edition of AirBehr Dojo, covering both the game’s interface and basic movement options.

Next, we move on to some real Russian damage, as demonstrated by TGL GiefKid. This 799 damage combo isn’t all that hard to pull off, meaning that anytime Zangief has both meters full, opponents near stun should play super carefully lest they say “dasvidaniya” to their lifebar.

We continue on with more wrestling. MarLonLonMilk is back with another video exploring R. Mika’s basic and advanced combos. He also showcases resets that allow her to set up a command throw afterwards.

Next up, we have a couple of combo videos from Hurtbox TV. Like their previous Ken video, these offerings for Ryu and Cammy cover all bases, including more than a few combos that take advantage of their respective V-Triggers to tack on more damage.

The infamous Dandy J created a guide for Laura, showing how players can get started with her mixup game. The basic thing that Dandy points out is how unsafe her typical mixup into command grab is. Instead, he demonstrates how Laura should instead base her mixups on normal gras instead.

Continuing into more character-specific tech, our next video focuses on Rashid’s match up against Birdie. Specifically, Sean2dgod demonstrates ways in which Rashid can punish Birdie’s EX Bullhead using his V-Reversal and super meter.

Speaking of Rashid, Apolo Volturi recently put together a video showing how the master of the turbulent wind can extend combos with juggles.

In the next video, Benji Topaz demonstrates how ancient warrior Necalli can apply pressure off a Crush Counter sweep by using an assortment of safe jumps and meaty attacks.

For our last two videos, we go back to Zangief. First, Desk utilizes the Red Cyclone’s new tools to pull off combos you may not have thought possible. These include multiple ways to combo into his Critical Art.

For those who prefer landing Zangief’s Critical Art in a more traditional way, Bafael has shared a proof of concept video showing how to perform a standing 720. This is done by taking advantage of the fact that Zangief has more pre-jump animation frames when compared to most of the cast. Start churning!

If you’ve found something you’d like to share it, be sure to send it our way.

Sources: AirBehr Dojo, TGL GiefKid, MarLonLonMilk, HurtBoxTV, DandyJ, Sean2Dgod (via gameinn), Apolo Volturi, Benji Topaz, Desk, Bafael

Leona, Robert, Kula, and More Highlighted in Latest King of Fighters XIV Footage

King of Fighters XIV is currently playable at the C3 Expo in Hong Kong, and you know what that means: off-screen gameplay! A gracious fan by the name of penpen35 recently uploaded a handful of videos from their time at the convention, highlighting various matches between attendees.

The videos in question include quick looks at Leona Heidern, Robert Garcia, Kyo Kusanagi, Andy Bogard, Iori Yagami, King, Kula Diamond, and Chang Koehan. It appears as if Billy Kane is also present in the build on display, but he doesn’t make an appearance in the captured footage.

Of course, you shouldn’t expect a ton of high-level strategy from these matches, but King of Fighters XIV’s sporadic showings make any footage worthwhile. Check out the videos below and let us know what you think.

King of Fighters XIV is scheduled to launch on PlayStation 4 sometime this year.

Source: penpen35 via Romance

NetherRealm Studios’ Community Support Continues with Mortal Kombat X’s Upcoming Krimson Ermac Skin

Remember that Krimson Ermac skin that surfaced in Mortal Kombat X last week? Well, it just enjoyed an official reveal during yesterday’s Kombat Kast, and NetherRealm Studios is hoping it finds the same success as the similar Blue Steel Sub-Zero.

See, instead of just dropping an alternate outfit and calling it a day, the developers will be using this skin to give back to the community. A portion of the proceeds they earn are set to be collected in a tournament prize pool and doled out as NetherRealm sees fit.

Last year, the developers shared $100,000 with events like Evo, Community Effort Orlando, and Combo Breaker, and it’s likely we’ll see the same level of support moving into 2016. We’ll be sure to share more details as they become available.

Source: NetherRealm Studios

Pokkén Tournament Receives Legendary Supports on Wii U

Pokkén Tournament is set to receive a ton of new content in its transition to Wii U next month, including playable Pokémon like Braixen and Garchomp as well as a support roster made up of Cubone, Diglett, Magneton, Quagsire, Espeon, and Umbreon, among others.

While legendaries, the ultra-powerful Pokémon that make up much of the franchise’s lore, haven’t had any representation in the title apart from Mewtwo, two new support pairings featuring these titans popped up during a recent Nintendo Life broadcast.

According to the build on display, Yveltal is bundled with Latios while Reshiram and Cresselia form their own squad. They all seem rather powerful, as is befitting Pokémon of their importance, and are capable of debilitating the opponent with a variety of status effects.

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Pokkén Tournament is set to release for Wii U worldwide on March 18. Be sure to check out Nintendo Life’s entire stream below for footage of some of these newcomers in action.

Source: Nintendo Life via Serebii