Here’s How Street Fighter Plays with the Steam Controller’s Motion Controls

It was recently announced that Street Fighter V will support both Valve’s Steam Controller, causing some in the community to wonder just how the game might handle with the peripheral.

This new video, by ConstableBento, shows one possibility. Here, he not only uses Valve’s unique controller to play Ultra Street Fighter IV, but he also does so by using motion controls for directional inputs.

The result, while certainly not fit for high-level play, is still quite functional, allowing ConstableBento to reliably pull off special moves.

The control scheme is available here should you want to try it out for yourself.

Source: ConstableBento via Kotaku

LordKnight Explains: Defense, Part 1

Hi everyone!

If you’ve followed me on Twitter, you know that I’ve been posting long reads on Tuesdays about fighting games. They’ve ranged from how-to guides to strategy and philosophy. This column is a continuation of that.

I want to share my experiences with both new and intermediate players who might be stuck. If you read one of these and think, “Well, that was obvious,” then good! If you take something away from these articles, then that’s good too.

For those of you who have been following these, I’ll occasionally add a section for action items at the end of the article. These are a bit like homework – it’s something you can try immediately. Let me know what you think in the comments!

If you have any questions or suggestions for topics, feel free to ask me on Twitter at @LordKnightBB. Previous articles in this series can be found here.

Defense, like offense, is a pretty broad topic. And like the neutral game, the hardest part of defense is that it’s more of a two-player interaction (from your perspective).

If you look at offense, generally, while your opponent does have options available to deal with your tools, you’re essentially in a situation that is heavily advantageous to you. It varies by the game you’re playing, but you have a heavy degree of control over the opponent’s defensive options. So, the main problem many people have with defense is that they don’t have a good approach to it, because you can’t “enforce” defense – you “establish” it. In simpler terms, for the most part, you can’t force defensive options on the opponent – rather, you show your opponent that their offense is ineffective.

Before diving into it, it’s important to note that each game’s defense tends to focus on different skills, as offense varies per game. In my experience, there are two aspects of defense you would want to examine: the game and the character.

The game

This is not only examining the game’s built-in defensive mechanics, but also how to defend against the game’s overall offense. For example, Street Fighter IV doesn’t have an equivalent to Guilty Gear’s Dead Angle Attack, and you can’t burst in Marvel.

On top of that, the way you would likely look at defense and weigh the seriousness and strength of an opponent’s offense is vastly different in a heavily footsie- or neutral-based game compared to a wilder, faster pace game.

The character

Looking at defense from a character’s perspective would be looping back to the matchup strategy article I wrote earlier.

The combination of the above will help you understand your opponent’s offensive structure, and what you can do about specific sequences and tactics.

To be honest, I tend to start putting together a defensive plan by starting from the inside (i.e., the character) and looking out (the game). Usually, the first time I fight against a new character, I can get pretty overwhelmed. Consider what it takes to have a complete understanding of defending a character:

Understanding data and properties of important moves

This goes without saying. The amount and type of knowledge depends on the type of game. In an anime game, you need to be familiar with the opponent’s gatlings and potential problem moves. In a game that doesn’t have gatlings, it would be advantageous to be familiar with the most commonly used offensive tools your opponent has and their frame data.

ggxrd-revelator-jamsol-750

Specifically talking about gatlings, it’s important to be familiar with these because you can get a very good idea of what can be coming next based on the move the opponent used. Some moves can’t be special-canceled, some moves can’t be jump-canceled, some may have a limited delay cancel window, etc.

Being familiar with the animations of the enemy character

The main reason this matters is because you can come into a match with knowledge on what moves are punishable, reacting to certain moves, and more, but if you haven’t had play time against the character, you won’t be able to make the connection between visually seeing a move and whatever response you may have in your head.

Understanding the throw game 

This is critical. It’s safe to say that every modern fighting game has a different throw system. Even looking across the three main Arc System Works fighters, Guilty Gear has a one-button throw, BlazBlue lets you throw people in blockstun and hitstun, and Persona doesn’t have any sort of special guard, forcing you to commit to a throw whiff (on paper). While the interaction of an opponent’s offense and throws tend to be a more advanced topic, a good starting point is understanding the basics of the throw game and how your opponent’s character could set up situations to try to throw you.

Understanding the knockdown system

Like throws, how knockdowns work (and whether or not they are even important) can vary a lot by game. So again, it’s a good idea to get a baseline level of knowledge on knockdowns and look at setups your opponent may rely on a lot. Basically, being able to identify where you can get a guaranteed escape or where you may be able to take a gamble.

All these things set up a good base level defense against any specific character. Combining this with system information and advanced defensive techniques will help solidify your defense. Keep in mind that defense really goes hand in hand with matchup knowledge – it is extremely difficult to defend against an opponent if you don’t understand their character.

(Featured image c/o FGC: Rise of the Fighting Game Community)

GimR Explores Ryu’s Focus Attack in Super Smash Bros. for Wii U

VGBootCamp’s GimR recently released another installment of his Super Smash Bros. for Wii U series dedicated to Capcom’s wandering warrior. This time around, he talks about a Focus Attack option select that keeps Ryu safe from harm when throwing out his down special, and allows for a follow-up when the moment is right.

In order to help viewers better understand why this option select works, GimR opens the video with a lengthy explanation of Ryu’s down special. This covers everything from frame data to the degree of stun or knockback that each level of the focus attack causes, and offers some follow-up options for when the special connects.

If you’re looking to up your Ryu game, it’s definitely worth checking out.

Source: GimR

Momochi and Fuudo Face Off in Street Fighter V

A day before the current beta hit, Capcom and 4Gamer held a special Street Fighter V stream featuring none other than Evil Geniuses’ Momochi and Razer’s Fuudo going at it in the upcoming title.

For those of us who missed the original broadcast on Niconico, the developers have provided an archived version. Watch as both players try out a number of characters (including a few not in the third beta like Karin and R. Mika) and figure out how to best use them over the course of their matches.

Source: Capcom Channel via 4Gamer

Dead or Alive 5 Last Round’s Next Character Arrives in March

Last August, at the Dead or Alive FESTIVAL in Tokyo, Japan, Team NINJA announced that they were planning to release a new character for Dead Or Alive 5 Last Round. While their launch date was previously up in the air, we now know exactly when that new character will arrive: March 22.

The date was revealed by Team NINJA as part of an announcement detailing the contents of the game’s third season pass. Aside from the new character, the season pass also provides a number of costume sets, including one inspired by Tatsunoko properties.

This content is now for $92.99 on PlayStation Newtork and Xbox Live. Stay tuned for info on the next Dead or Alive character as we head into the new year.

Source: Team NINJA, special thanks to Izzy for sending this our way.

Zangitan and Sasa Trade Blows, Words in Ultra Street Fighter IV Exhibition

After opening up their brand new podcast series with a discussion on fighting game commentary, the folks behind The Jump-In have recently provided something entirely different in the form of an Ultra Street Fighter IV exhibition.

The video below depicts an intense first-to-five between Zangitan, who is currently ranked as the #3 Zangief in Japanese arcades, and Sasa, the #4 Vega. While great in its own right, the footage is complemented by full translations of the players’ banter, resulting in some rather entertaining dialogue as they trade wins.

Be sure to stay tuned until the end for quick interviews with both competitors.

The Jump-In is YUBIKEN’s Kim1234, WinnerStaysOn’s Logan Sama, and Shady K. You can find Zangitan on Twitter and Niconico Live (where he streams with Acqua), and Sasa is on Twitter, Twitch, and Niconico Live. Be sure to give everyone involved a follow and drop a bit of love in their feeds if you like what you see above.

If you missed out on The Jump-In’s first episode, you can find a full archive here.

Source: The Jump-In, featured image courtesy of ali essa

Listen to Zangief, Laura, Dhalsim, and F.A.N.G’s Themes from Street Fighter V

With just under an hour to go until Street Fighter V’s third and final beta goes live, we have one more thing to whet your appetite…well, four more things, actually.

The game’s official website was recently updated with new previews for a handful of character themes. This time around, Capcom has chosen to provide snippets of the music that will accompany Zangief, Laura, Dhalsim, and F.A.N.G during their battles, and we’ve taken the liberty of collecting them in the playlist below.

Zangief
Laura
Dhalsim
F.A.N.G

What do you think? How do they stack up against Street Fighter V’s other character themes? Let us know in the comments.

Source: Capcom via NeoGAF

UDON Contributes Street Fighter V One-Shot to Free Comic Book Day

After providing us a quick glimpse at the events that led Charlie Nash to Street Fighter V, the fine folks at UDON Entertainment are ready to do it all over again with a special one-shot created specifically for next year’s Free Comic Book Day.

The comic will include three brand new stories revolving around Street Fighter V newcomers Rashid and Laura as well returning fighters like Birdie, Karin, and, yes, Nash. Details are still scarce concerning story elements, but with writing by Ken Siu-Chong and Matt Moylan backing up the art of Edwin Huang, Jeffrey Cruz, and Brendon Tapper, it’s sure to be worth a quick trip to your local comic shop.

sfv-udon-fcbd

Free Comic Book Day is scheduled for May 7. As a Silver contribution, this Street Fighter V comic isn’t guaranteed at every location, but we have a good feeling the franchise’s pedigree will win out at many participating shops.

Churning the Butter #59 feat. Ultra Street Fighter IV Streaming Live from San Francisco, California

The folks behind Churning the Butter have just gone live with another installment of their weekly tournament series, taking over Folsom Street Foundry in San Francisco, California to host Ultra Street Fighter IV for local players.

Tonight, you can expect to see competitors like DM|El Cubano Loco, Alex Myers, G Dragon, and more in attendance.

If you’re interested in seeing what the NorCal cats have up their sleeves, be sure to check out the stream below and show your support. You can also head on over to Twitch if you prefer to chat.

Watch live video from showdowngg on www.twitch.tv

Want to check these tournaments out for yourself? Well, you’re in luck, because even if you missed out this week, Churning the Butter is held every Thursday at 8:30 PM PDT during ShowDown’s game night at Folsom Street Foundry.

Source: ShowDown

Pick Up Some Diddy Kong Basics in Super Smash Bros. for Wii U

Even though Cloud Strife has drawn a good deal of attention away from the rest of the Super Smash Bros. for Wii U cast, we can’t forget the fighters who have been holding down the roster since the game released, even if, in some cases, we may have wanted to. Ironically enough, one of those fighters who may have resulted in selective memory loss is the topic of the most recent tech video from FyazkoSSB.

Diddy Kong’s had an interesting journey since the game’s launch, and even though he’s been a popular target for the nerf bat, he still sees decent representation in competition. If you’re looking to join Team Diddy, this video is a great place to pick up tactics like instant Popgun cancels, B-reverse options, how to make the most of those pesky banana peels, and lots more.

Source: fyazkoSSB