Eternal-Emz Pushes Ken’s Combo Capabilities in Street Fighter V

With two full beta tests behind us, we’ve seen all sorts of new technology spring up for the cast of Street Fighter V. It’s no surprise that combo videos rank among the most popular early discoveries, and we’ve all seen our fair share of different ways to string hits together against opponents.

Typically speaking, the number of hits per combo in Street Fighter V remains rather low when compared to the current iteration of the game–thanks, Evil Ryu–but there’s still plenty of time to close that gap.

In the combo video below, Eternal-Emz makes major strides in pushing the Street Fighter V hit counter as high as possible with returning veteran Ken Masters. The damage suffers from serious scaling, which is understandable when this many hits come packed together, but it’s definitely a flashy way to make sure every bit of meter gets put to good use.

Source: Eternal-Emz

Numerous Fighting Games Added to PlayStation Now

Sony recently announced that they would be adding 150 new titles to their PlayStation Now streaming service. For those out of the loop, this platform allows subscribers to play streaming games through their PlayStation console of choice.

This latest group includes a number of fighting games, including Super Street Fighter II Turbo HD Remix, Street Fighter III: 3rd Strike Online Edition, Guilty Gear Xrd -SIGN-, and Divekick.

Now, the addition of fighting games to an online streaming service, which pretty much guarantees input delay, can feel a bit counter-intuitive. At the very least, this will allow players to experience titles they’ve yet to get their hands on, even if it is under less than ideal circumstances. Just…don’t make this your main method of playing these games, okay?

Source: PlayStation Blog

UltraChen TV Streaming Live – Street Fighter V Leaks, Dhalsim, Zangief, Canada Cup, and More

UltraChen TV is back with yet another broadcast of their Tuesday show. Tonight, UltraDavid and James Chen will be touching on a variety of topics, including their thoughts on Dhalsim and Zangief in Street Fighter V, recent cast leaks, Canada Cup 2015, and more.

The stream will be live in this article, but you can also visit Twitch to join the chat.

Watch live video from ultrachentv on www.twitch.tv

Source: UltraChen TV, featured image courtesy of Kara “Karaface” Leung

Leona and Chang Return in King of Fighters XIV

During a recent Sony Computer Entertainment Korea press conference, SNK Playmore unveiled their second teaser for King of Fighters XIV. While still light on details, the trailer does reveal that Leona Heidern and Chang Koehan will be playable in the upcoming title alongside Kyo Kusanagi and Iori Yagami.

While the low-quality capture makes it hard to make out much of anything, one thing we can surmise is that Chang may have returned to his criminal ways due to prison outfit he’s seen sporting. Give the video below some of your time, and be on the look out for an official upload in the near future.

King of Fighters XIV is currently scheduled to arrive on PlayStation 4 sometime next year.

Source: Sony Computer Entertainment Korea via Gato ray, NeoGAF

Arika Vice President: There’s a possibility of Street Fighter EX characters appearing in future Capcom games

During the development cycles of the most recent Street Fighter titles, a contingent of fighting game fans has been adamant about the return of Street Fighter EX characters. Cast members like Skullomania and Doctrine Dark are constantly included in wishlists, and this writer was almost convinced that some of Ono’s previous hints pointed towards Pullum Purna’s reappearance.

Unfortunately, these hopes rarely find fertile ground due to one clear-cut factor: Capcom doesn’t own the EX series’ original characters. Those properties belong to Arika, who functioned as the lead developer on the 3D titles, and they’ve yet to venture out of those confines.

This time around, however, things may be looking up. Arika vice president Ichiro Mihara recently took to Twitter to shed some light on the situation, providing a string of tweets that touched on how things might pan out in the future.

“Regarding Street Fighter EX, as long as we are not discussing Capcom characters (e.g. Ryu), we have the rights to our characters,” Mihara said, setting the scene. “Specially interesting is that we arranged to have the priority in 3D fighting game development with Capcom after Street Fighter EX […] but it seems [the contract] wasn’t valid at the time of Street Fighter IV’s development.”

Despite what he sees as Capcom disregarding a previous arrangement with Street Fighter IV, Mihara gave props to the work producer Yoshinori Ono put into the series. “I feel that game is the direct result of Ono’s effort and passion,” he explained, “and Street Fighter and Street Fighter EX are now two separate series.”

“I guess I can put it as, possibility-wise, there is a possibility of Street Fighter EX characters making guest appearances in Capcom games, so if there’s a future in that area, look forward to that,” Mihara concluded. “We plan to continue to take on the challenge of creating games in a variety of fields, so I might not be able to give a very clear point of view on copyrights, but [Arika president Akira Nishitani] is aiming for user-friendly titles, so we hope you continue to enjoy our games. I’ll fight with the lawyers (laughs).”

While, to the best of our knowledge, Street Fighter V’s cast has been decided through 2016, this opens up a number of routes for the title to take in the future. Of course, these kinds of partnerships are a two-way street, and a suitable agreement will need to be made by both Capcom and Arika before anything happens. Only time will tell if Mihara’s efforts produce results.

Source: Ichiro Mihara, translations courtesy of USD and PandaPeleador

Marvel LIVE Now Streaming – Naptown Clutch, Canada Cup, Youmacon, and More

The Marvelous Essentials team is back with another episode in their biweekly Ultimate Marvel vs. Capcom 3 round table discussion podcast, Marvel LIVE. This was a big weekend for the Marvel crowd, so viewers can expect this evening’s show to be just as big.

Tonight the team plans to discuss Indiana’s upcoming Naptown Clutch tournament, as well as the results of three recent tournaments, Defend the North, Canada Cup and Youmacon. There’s plenty to talk about when it comes to Youmacon, including the grand finals upset as Cosmos took home first place over Tempo|Chris G in a mirror match. You can also expect to hear about CCG|BeeBall defending his home turf against some of the best Marvel players in the world.

We’ve embedded the stream below for convenience, or you can head over to Twitch to join the chat.

Watch live video from TeamSp00ky on www.twitch.tv

Source: Team Spooky

Smash @ Xanadu feat. Super Smash Bros. for Wii U Streaming Live

The folks over at VGBootCamp recently went live with another installment of Smash @ Xanadu from Xanadu Games in Baltimore, Maryland. These weekly broadcasts provide a great look at the region’s Smash community, with tonight’s stream focusing entirely on Super Smash Bros. for Wii U and its recent patch.

The stream is live below, but you can also head on over to Twitch to join the chat.

Watch live video from VGBootCamp on www.twitch.tv

Source: VGBootCamp

LordKnight Explains: Neutral, 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’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@LordKnightBBPrevious articles in this series can be found here.

A couple of weeks ago, I covered how to develop matchup strategy. Afterwards, I got a lot of questions specifically about how to improve in neutral.

To be honest, the scope of this question is huge. So instead, I’ll try to break it down in a easily digestible fashion.

Matchups are often discussed between players, and for good reason. As I covered before, understanding the interactions between characters is crucial to victory. One thing you can keep in mind when thinking about this is that most characters have an overall goal in neutral. You can determine this by thinking about the most common way that a character wins games.

For example, occasionally you’ll run into unplanned situations, or an awkward situation caused by poor positioning, a move not working, or a host of other reasons. In my area, this is called a “scramble.” It’s that situation where you and your opponent are desperately vying for control because of an awkward exchange. On review, you’ll want to figure out why these situations happen, and whether it favors you or not.

First off, you need to consider how beneficial this type of situation is for you. Some characters and players benefit from this, and the reward can vary from game to game.

For the most part, the characters I play don’t want to engage in scrambles. I go out of my way to prevent them, avoid them, or disengage myself if I recognize the situation. But you have to consider my character selection. While I get rewarded for winning a scramble (as in, getting the hit and conversion in an awkward situation), in the case of Millia, losing a scramble usually means taking heavy damage and getting knocked down. Overall, the return is not in my favor.

Some characters, however, get rewarded for these situations. Grapplers or characters with short range/explosive offense and damage might look to force situations like these. You have to break down whether or not this kind of situation can benefit your character more often than not.

ggxrd-sinmillia-750

From here, we can start to consider risk/reward situations in neutral. I’ll use Millia as an example – why would I go so far out of my way to avoid scrambles? Again, while the reward is high (conversion into knockdown, which can lead into potential round victory), the risk is also high (her defensive options are poor and she has a low life total). In addition to that, there’s no real reason for Millia to try to force gambles in random situations – whether she’s played optimally or in a risky, dangerous fashion, I get the same high reward (conversions into knockdown).

The above is a good platform for beginning to understand the risk/reward dynamic that can take place during the neutral game. This is an important point in developing neutral strategy. You can infer the weight of something happening in neutral based on how you feel a character wins games.

Take a character that has extremely heavy, very safe rushdown. If their rushdown is truly dominating, then they would try very hard to catch you blocking in neutral rather than hitting you. In that case, you wouldn’t try to avoid getting hit by whatever attacks, but rather come up with ways to minimize being caught blocking. Also, knowing this will help you know what tools the opponent will use to catch you blocking in the first place, which is a great place to start building counters to your opponent’s strategy.

While all characters have different and unique tools, their goals in neutral essentially break down to this:

  • Zoning – Keeping you out with projectiles or exceptionally large attacks
  • Rushdown – Trying to get into close range, as their rushdown is strong
  • Conversion ability – Trying to convert hits into knockdown due to dominating setplay
  • Midrange/neutral – Characters that excel and win from poking midrange
  • Force scrambles – Characters who purposely try to force awkward situations

Conclusion

Keep in mind that characters have goals in neutral. Determine what you and your opponent’s characters want to operate in the general scheme of the match.

Action Steps

Think about characters you have problems with. What type of character are they, what moves do you have problems with, and what counters might you have for them?

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

Relive Canada Cup’s Intense Ultra Street Fighter IV Finals

While Capcom’s hype-inducing compilations are an excellent way to catch up on the most exciting portions of Capcom Pro Tour events, those who missed out on watching live should really do themselves a favor and check out full replays. Fortunately, Capcom Fighters was quick to upload footage from Canada Cup 2015’s ridiculous stacked Ultra Street Fighter IV finals, some of which we’ve shared below.

After desperately battling it out for Canada Cup’s automatic Capcom Cup qualifier, the top three competitors wound up not needing the spot. Mad Catz’ Tokido, Fuudo of Team Razer, and Evil Geniuses’ Momochi previously qualified for Capcom Cup at other events, making their matches at the end of this tournament relatively unimportant in terms of the year-end competition.

Still, these Japanese powerhouses provided quite a show. After making it to the grand finals from the losers bracket, Fuudo would push Tokido to his limits, resetting the bracket and taking things down to the final game before eventually succumbing to the Murderface’s deadly Akuma.

If you weren’t able to watch Capcom’s broadcast this past weekend, definitely give the Canada Cup videos below a watch and let us know what you think. More replays are available here.

Full results for this and other games present at Canada Cup can be found in our coverage hub.

Source: Capcom Fighters

Pokkén Tournament’s Shadow Mewtwo Officially Revealed

What’s in a name? Dark Mewtwo or Shadow Mewtwo, both mean one thing: the Pokkén Tournament cast has a dangerous new foe to contend with.

After being discovered as a hidden boss in the arcade version last week, this mysterious Mewtwo upgrade has been officially revealed in the upcoming title’s latest trailer. While there isn’t much to see here apart from some ominous footage of the Pokémon’s transformation–now in glorious 60fps–this is the first indication of its existence in an official capacity.

Pokkén Tournament will be heading to Wii U (apparently with Shadow Mewtwo in tow) sometime next spring.

Source: Pokémon via Gematsu