New Pokkén Tournament Character Announcement Planned for December 10

Those looking for more Pokkén Tournament news will want to keep their eyes peeled next week, as the game’s official Twitter account recently stated that they plan to announce a new character on December 10.

Aside from the date, they also left a small hint at the character’s identity – the Japanese name of said Pokemon includes the katakana character  “ン”, which apparently represents an “n” sound at the end of a syllable.

Of course, this vague clue barely narrows the field down (if at all), so we’ll just have to wait to see who it is next Thursday. That said, feel free to play “Who’s that Pokémon?” in the comments until then.

Source: Pokkén Tournament via Gematsu

Street Fighter V Beta Updated on PlayStation 4

It’s been some time since the Street Fighter V beta was accessible, but it looks like there may be something happening with it soon.

The beta’s PlayStation 4 client was updated late last night to fix “various issues.” While this has become a regular occurrence, the patch’s rather hefty siz seems to hint at more happening behind the scenes.

Capcom recently announced that they plan to run more stress tests before the next official beta phase. Considering previous updates have seemed to coincided with the beta becoming playable, this may indicate that the client will unlock in the near future, especially with Capcom Cup taking place this weekend.

In the meantime, those who have yet to receive the update can download it manually by highlighting the game’s icon, pressing Options, and selecting “Check for Update.”

Source: Shoryuken forums

Dengeki Bunko FIGHTING CLIMAX IGNITION’s Latest Trailer Showcases Full Cast

Sega’s light novel crossover fighter Dengeki Bunko FIGHTING CLIMAX IGNITION will be hitting consoles in Japan in a couple of weeks. With that in mind, the developers have released a brand new trailer showcasing the game’s entire cast.

A sequel to last years Dengeki Bunko FIGHTING CLIMAX, this sequel adds a number of playable characters, both main and support. The full list of newcomers includes:

Playable Characters

  • Shirai Kuroko (A Certain Magical Index)
  • Emi Yusa (The Devil Is a Part-Timer!)
  • Quenser Barbotage (Heavy Object)
  • Tatsuya Shiba (The Irregular at Magic High School)

Support Characters

  • Kazari Uiharu (A Certain Magical Index)
  • Floretia Capistrano (Heavy Object)
  • Miyuki Shiba (The Irregular at Magic High School)
  • Iriya Kana (Iriya no Sora, UFO no Natsu)
  • Tomo Asama (Horizon in the Middle of Nowhere)
  • Zero (Zero kara Hajimeru Mahou no Sho)

Dengeki Bunko FIGHTING CLIMAX IGNITION launches for PlayStation 4, PlayStation 3, and PlayStation Vita on December 17.

Source: Sega

Beefy Smash Doods Break Down Westballz’ Super Smash Bros. Melee Input Speed

Anyone who has played a fighting game knows that there are periods in which the amount of inputs being sent from the player to the game climb to incredible levels. In some titles, this number is more pronounced than others; typically speaking, the faster the game, the more inputs required to succeed.

With this in mind, it only makes sense that a game as quick as Super Smash Bros. Melee would see top players pumping out hundreds of inputs per minute. In a recent video, the Beefy Smash Doods team analyzed footage of Tempo Storm’s Westballz throwing down in some high-stakes matches to see just how fast his fingers go when controlling Falco.

While their final numbers likely run quite close to being spot-on, Melee does occasionally involve some hidden inputs which would be impossible to count solely from in-game footage. That said, Westballz is still alarmingly fast.

The team produced a similar video for Alliance’s Armada back in August, so be sure to check that out as well.

Source: Beefy Smash Doods

WWE Superstar Xavier Woods Mentions Evo, Final Round on Raw

By now, it’s no secret that WWE superstar Xavier Woods has at least a passing interest in fighting games. When he’s not breaking faces and playing trombone as part of two-time tag team champions The New Day, he can be found producing content for his video game channel UpUpDownDown, which frequently features professional wrestlers slugging it out in our favorite competitive genre.

But while he’s been known to belt out the Final Fantasy victory tune on television, Woods has never (to the best of my knowledge, anyways) paid homage to fighting games in the same way. Never, that is, until tonight.

Earlier this evening, Woods and New Day teammates Big E and Kofi Kingston opened Raw with a segment dedicated to the WWE’s current heavyweight champion, Sheamus. This, of course, included some jabs at previous title-holder Roman Reigns, who lost the belt to Sheamus only a few minutes after being crowned champ. His reign (wink) was so brief that The New Day missed it entirely while they, as Woods put it, were preparing for Evo and Final Round.

That’s right, he gave a shout out to two of our community’s largest events in front of nearly 20,000 people in Pittsburgh, Pennsylvania, not to mention countless fans watching the segment from home.

Does this mean we’ll see Woods at fighting game tournaments next year? Will Evo feature an appearance by WWE 2K16? Maybe not, but you have to admit this is pretty cool.

Source: WWE via Joel Ortiz

LordKnight Explains: Neutral, Part 2

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’ve added a section called 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.

Once you identify a character’s goals and approach to neutral, you can start breaking down their moveset and how you’ll interact with the opponent. This might seem overwhelming, but this can be greatly simplified based on understanding the space available on the field. Also, the level of importance in each section varies by matchup and game, and while this break down might seem simple, breaking down how you interact in each of these areas with the opponent can give you great leverage and add structure to your decision making – both of which can be a major advantage if your opponent has not done the same.

Round Start

This tends to vary by game. In some games (think Guilty Gear Xrd -SIGN-, Ultra Street Fighter IV), you’re at a set distance from each other at the start of the round, while other games (Under Night In-Birth, Ultimate Marvel vs. Capcom 3) allow you to move around before the start of the round.

A round’s opening moments are extremely important, especially if you can’t move around beforehand. In my opinion, having absolute free movement before the start of the round is a blessing. When the two characters are static at the start of a round, you instantly have to interact with the opponent – and depending on the game, that initial round start decision determines the pace.

Ideally, if you can find something that beats the majority of an opponent’s options at the start of a round, that’s great. Most of the time, however, you can either choose to go passive or go through some sort of rock-paper-scissors scenario with whatever three or four effective tools you both have against your respective characters.

Ground vs. Ground

This basically boils down to your ground tools against the opponent’s. The importance of the ground game varies between games, but a good general mark of a player’s skill is their proficiency in the ground game. As far as developing a ground vs. ground strategy, there are three general things I tend to look at:

Placement

If your character can place moves (i.e. just hit the button) and can beat the majority of your opponent’s options, then great! That means that you can apply your character’s general strategy – as in, the opponent would have to come up with answers to your character’s ground game. On the other hand, if your moves generally lose to the opponent’s, you’ll have to come up with specific answers depending on spacing. For the most part, you’ll usually have to come up with countermeasures for a couple of moves – it’s rarely all one or all the other.

Whiff Punishing

This concept is a bit more advanced. The idea is to punish a whiffed ground normal with a normal of your own. In games where a lot of the action takes place in the air, this is pretty much a non-factor, but in most games you’ll need to be at least somewhat competent at whiff punishing.

If you read the frame data discussion I had a couple of weeks ago, you can use that to figure out what ground normals could be punishable. Easy targets are any moves with a significant amount of recovery frames, as you could easily punish the whiff on reaction.

Projectiles

Projectiles are interesting thanks to the variety of usage depending on the character. In a game where the ground game is more prevalent, it’s pretty crucial to understand the amount of space a projectile controls, its recovery, and how projectiles interact in the game.

Air vs. Air

This portion of the neutral game can vary more than ground vs. ground. Air options fluctuate wildly between games, from being nothing more than a jump to all characters having all their air options at all times.

With this in mind, the amount of planning you would have to do for this will vary depending on the amount of air options available. Here are a couple of points that I’ve noticed:

Fixed Recovery

If an aerial attack seems “too good” (as in, if the hitbox seems too big, it’s active for too long, etc.), see if it has fixed landing recovery. If it does, you can test whether or not you should punish it on block, or if it’s better to space yourself so that the attack whiffs and you punish the landing recovery.

Aerial Options

Check to see if the air attack lets the opponent keep their air options. As in, see if they can backdash, double jump, or airdash after whiffing or connecting with the attack. If so, you’ll have to gauge how to position yourself after said attack.

Anti-Air

This point is universal in fighting games and, in my opinion, is another mark of a truly skilled player. Anti-airing varies depending on the game, but overall it’s a central part of playing a fighting game. Despite it being such a big part of gameplay, I feel like it’s simple (at least on paper) to plan for.

Ideally, you would want your anti-air to cleanly beat your opponent’s jump-in. If you can’t get that, then you should aim for a favorable trade. If you can’t do either, then it might be better to consider repositioning yourself, or trying to see if you can win air vs. air situation. A couple of points to consider when you are planning anti-airs:

Aim for landing/anti-jumps

Consider that if you have tried everything and nothing is working, aim for the point that the opponent lands. If the opponent whiffs and you’re nearby, you should be able to punish whatever attack they may attempt on the ground. On top of that, if they try to jump again, then you can catch them in jump startup.

Dash Under

This is a somewhat advanced technique, and it varies depending on your character. Usually, this is possible with fast characters with low to the ground dashes, but it’s not limited to them.

The idea is that, generally, a grounded character has more control of their movement than a character that’s airborne. With that in mind, if there is an air attack that’s especially difficult to deal with, you can try to dash under the opponent and hit their hurtbox from behind.

Test Your Entire Tool Set

The final point I want to hit is that you shouldn’t limit yourself to your general anti-airs. If you find that none of your standard anti-air tools is working against a certain character, try other moves and see how that works. Occasionally, moves interact in strange ways – I’ve used sweeps as anti-airs before. Experiment and see what you find!

(Featured image courtesy of FGC: Rise of the Fighting Game Community)

Master Wario’s Waft in Super Smash Bros. for Wii U

Wario’s waft packs more kill power than most moves in Super Smash Bros. for Wii U, but actually landing it can prove difficult without the proper setup. In his newest video, My Smash Corner provides a handful of ways to line up opponents for a devastating finish.

In addition to setups, My Smash Corner offers some general information regarding the move, including how long it takes for Wario to build wafts to both full and half power as well as what can speed up this process. If you often find yourself facing off against this bike riding bastion of flatulence, or if you play him yourself, be sure to check out the video below.

Source: My Smash Corner

K Tousen Carves Up Opponents in the Latest Olympic Gaming Spotlight

Olympic Gaming is back with another collection of Ultra Street Fighter IV footage. This week’s video finds K Tousen’s Vega facing off against hordes of top online competition.

Prepare to witness wall dive mixups that will either put a smile on your face or leave you huddled in the corner with eyes covered, fighting off painful memories of Super Street Fighter II Turbo. But there’s more to this take on the masked man than mixups, as K Tousen demonstrates impressive evasive ability and excellent claw usage, too.

As always, you can learn more about the featured player in the brief interview included in the video’s description.

Source: Olympic Gaming

Kick Dr. Mario’s Hippocratic Oath to the Curb in Super Smash Bros. for Wii U

If you’ve had it with helping the Mushroom Kingdom’s citezens stay healthy, then shine up your shoes, grab a few bottles of fist-sized pills, and check out this Super Smash Bros. for Wii U tutorial from Team Edmonton Gamers.

In the video, you’ll learn to reliably land sweet spot hits with Dr. Mario’s forward air, how to use his up special to create stage spikes at ranges where teching is impossible, ways to utilize his tornado special to aid in recovery, and everything else you’ll need to know to be the best doctor possible.

Source: Team Edmonton Gamers

Details on Future Mortal Kombat X Content Coming Later This Week

Ever since the release of an image teasing more Mortal Kombat X content, fans have been eager to learn more. Unfortunately, developer NetherRealm Studios hasn’t provided details past the promise of more characters in 2016, but that should all change later this week at The Game Awards 2015.

Despite numerous issues in their portrayal of the fighting game genre, the awards show will play host to the opening round of information on future Mortal Kombat X characters. According to NetherRealm creative director Ed Boon, we’ll find out “Who’s Next?” during the exclusive reveal, likely the first of four characters they are planning to release early next year.

The Game Awards 2015 is scheduled for this Thursday, December 3, at 6 PM PST, 9 PM EST. You can watch live on PlayStation Network, Xbox Live, YouTube, Twitch, and various other platforms.

Source: Ed Boon