Killer Instinct is a series that’s built on ridiculous combos, so the following video should be no surprise to anyone familiar with it.
Here, VIRUS916 takes on series’ veteran Cinder and demonstrates an amazing 231-hit Triple Ultra combo. As an added bonus, he’s also included hand-cam footage that allows viewers some extra insight into how combos like these are performed. Furthermore, it shows how the usage of certain moves, as well as the aforementioned Ultras, can help increase the number of hits with minimal input, which should help encourage those who want to try pulling off big combos of their own.
The folks behind Churning the Butter have just gone live with another installment of their weekly tournament series.
Tonight, they have once again taken over Folsom Street Foundry in San Francisco, California to put on an Ultra Street Fighter IV tournament for the regional players. 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.
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.
One of the new mechanics in Street Fighter V is Crush Counter. Inspired by the special counter-hit states in other games (including Street Fighter Alpha 3), Crush Counter provides a character extra time to pull off combos.
In this new video, GLHFtv demonstrates how Ryu can use Crush Counter from his standing roundhouse kick while in V-Trigger to deal a massive combo into Denjin Hadouken that does 616 damage and a whopping 821 stun. It also teaches how to perform a fullscreen hit-confirm into Denjin Hadouken by using a V-Trigger Cancel.
As with all strategies discovered in the beta, please keep in mind that there’s no indication this will survive the transition to final release.
Competitive gaming requires an enormous amount of precise actions per minute in order to secure victory. This holds true regardless of the game being played; however, some require vastly higher numbers than others–looking at you, Starcraft.
But what about a game like Super Smash Bros. Melee? With all the hopping, dash dancing, and L-canceling, the numbers have to be pretty high, right? The Beefy Smash Doods decided to answer this question by tracking the inputs of Alliance’s Armada during his winners finals match against Evil Geniuses’ PPMD at Evo 2015. In the video below, you can check out their findings as well as watch the inputs as they happen thanks to a handy GameCube controller overlay.
It’s important to note, as the Beefy Smash Doods do in the video’s description, that only visible inputs were included in the grand total. This means that things like directional influence and smash directional influence didn’t make it into the count (aside from cases where they are quite obvious).
It’s tough to estimate how many more inputs the inclusion of these invisible movements would add to the grand total. Some players have posited that as many as half of Armada’s inputs are missing due to his extensive use of SDI, but the number of visible inputs is still impressive.
Last week, Razer’s Carl “Perfect Legend” White released the first video in a running set of tutorials for Mortal Kombat X. These tutorials, which target players new to the game, will teach everything from terminology up to how high-level players look at various situations.
The four newest videos, which you can find below, cover concepts that come into play in every match. The topics include how to approach footsies, how to effectively apply mix-up options, what unsafe moves are and how they affect the match, and a lengthy look at counter-poking.
If you’re new to the game, or know someone who is, these videos are a good place to get a grasp on the basics.
Dash dancing has been a part of the Smash series since Melee, but has been somewhat different in each iteration since then due to tripping or input timing requirements. While traditional dash dancing can be performed in Super Smash Bros. for Wii U, its applications are limited thanks to the tiny bit of actual “dancing” that takes place when wiggling from side to side.
In their latest tutorial, My Smash Corner covers how to use the mechanics present in the Wii U title to recreate a dash dance similar to what players use in Melee. This technique takes advantage of fox trotting to create a side-to-side movement with respectable speed.
Due to the nature of dash lengths, the timing on the technique will be different for each character, so be sure to experiment and find out how to take advantage of this tactic.
It’s been some time since NetherRealm Studios graced our screens with one of their Kombat Kasts, but the Mortal Kombat X program is about to return next Monday.
According to creative director Ed Boon, fans can expect details on upcoming patch notes as well as “news and klues” concerning…something. It isn’t really clear what, if anything, is going to be revealed during the show, but it’s likel to keep fans speculating until they go live.
Been a while since we've had a Kombat Kast. Tune in on Monday for the latest Mortal Kombat X news & klues !!
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While public demonstrations are an amazing way to connect with the community that plays your game, their very nature often excludes folks who live outside the regions in which they are being held. Fortunately, Taito has organized a series of live broadcasts for Arc System Works’ upcoming BlazBlue: Central Fiction location tests in Japan. Sure, it’s not the same as actually playing the game yourself, but it’s the next best thing if you can’t travel half-way across the world to play video games.
If you’re interested in checking these streams out, you’ll find a full broadcast schedule below. Bear in mind that each location will have their very own UStream page, so be sure to keep them all bookmarked.
At this point in the Street Fighter V beta, glitches are to be expected; that’s part of the reason to run this sort of test. One recently discovered glitch affords Nash a mixup into a reset opportunity that will likely leave opponents scratching their heads and wondering where their health went.
While spending some time in the lab, EyeOfThundera822 noticed that the returning fighter can use his V-Trigger in specific situations to produce a crossup that looks nothing at all like a crossup. We can’t be certain that this maneuver will survive into later builds, nor can we be certain that it made it into the most recent build shown off at Gamescom.
Considering the fact that the game’s recent build has seen shifts in how crossup detection works, there’s a good chance this issue will be going the way of the fake crossup. But just in case it doesn’t, you can check out some practical applications for tacking on some unexpected damage in the video below.
There really isn’t anything I can say about Evo Moment #37 that hasn’t been said already. As one of the most iconic scenes in the history of the fighting game community, it’s regularly been subjected to conversation, dissection, and even recreation in other titles.
If you were to choose one thing that took away from archived footage, however, it was likely the video quality. As you would guess, recording equipment in 2004 wasn’t even close to what we have today, resulting in a thoroughly old-school appearance that some younger folks might not be used to.
But that’s all changed! The folks behind the Evolution Championship Series recently remastered the ending of this classic Street Fighter III: 3rd Strike match between Daigo Umehara and Justin Wong. This upgraded high-definition presentation provides a great look at the hype-inducing event, and may even help you pinpoint specific details that were hard to notice before.
Check out the video below and let us know what you think.