New York Guilty Gear veteran Mynus has uncovered an interesting optio select for I-No in Guilty Gear Xrd -SIGN- that utilizes her command throw, Sterilization Method.
In air reset situations, the specific input sequence involved will either trigger vertical Chemical Love (if the opponent doesn’t tech) or Yellow Roman Cancel into Sterilization Method (if they do). The option select works optimally with a specific amount of meter, however, so be sure to watch the video to see this technique in action and read Mynus’ breakdown of how it works below.
I-no’s command grab – Sterilization Method-, is one of her most strongest moves in her moveset. Unfortunately, many times landing Sterilization Method -SM for short- includes making hard reads on your opponents’ teching habits.
Although YRC OS was removed in 1.10, this only applied to BURSTS, not Dead Angle, Blitz Shield, or Aerial Tech. This OS requires that you have at least 25% meter, and less than 50% if you do not want to waste all 50% if your opponent chooses not to tech.
The OS works as follows:
Combo into 6P – 5H – iad j.S – KSH – 214H~S.
Note that without the plink on H~S – when your opponent techs, you YRC immediately and have to react since your PKS input either becomes YRC or a j.K, and you have to choose immediately between SM and VCL [Vertical Chemical Love] to either reset, or continue combo accordingly.
But…since
1. Ino cannot chain command throw from an aerial normal
2. Slash has button priority over Heavy Slash
3. In GG you cannot FD during your airdash frames
4. VCL & SM -command grab- have the same input motion….
If they don’t tech, since you cannot chain air normals into command grab, VCL auto comes out.
If the DO tech, the plink of H~S is enough so that you will not activate the Slash button priority over the Heavy Slash
Since I-no does amazing damage in the corner, this OS is best served for combos heavily prorated: note starter, 2K, j.K and multiple air normals.
Finally, be aware that attacks that connect on your opponent during YRC/RC slowdown force prorate 80%. You can delay your SM input if you manually wait after the YRC so that SM connects and grabs the opponent after the YRC slowdown has ended. However, since your opponent gains all air movement options back after a tech, if you delay SM you run the chance of letting them double jump out of the command grab range.
When a single player grows “too strong,” members of the fighting game community will often place bounties on their heads. No, not literal, “dead or alive” bounties, but rather cash incentives for defeating or even eliminating them during major tournaments.
With the biggest events of the year on the horizon, community veteran and veritable Marvel god Justin Wong of Team Evil Geniuses is offering up a bounty of his own, for himself, at Evo 2015. But that’s not all; Wong has wrangled in fellow deities Ryan “Filipino Champ” Ramirez and Tempo Storm’s Christopher “NYChrisG” Gonzalez as well, and is set to present a cash prize of $300 to anyone who can knock just one of them out of the tournament. That means he could leave Las Vegas $900 lighter just from these bounties alone!
Of course, that’s easier said than done for a variety of reasons. As the reigning champion, Wong will be hard to beat as he goes for a double, especially with his ever-growing skill with Storm and “you have to it to believe it” Akuma comebacks. Ramirez, who walked away as Evo’s Ultimate Marvel vs. Capcom 3 champion in 2013, has returned from a short hiatus with impressive placings at Final Round 18, Northwest Majors 7, and SoCal Regionals 2015: Prelude I. And finally, Gonzalez is sure to be hungry for his first win after coming up short three years in a row; could he finally carry Morrigan to victory?
At the time of writing, this trio occupies the top three spots of our player rankings, positions they have held for quite some time. If there’s anyone to beat at Evo 2015 when it comes to Marvel, it’s definitely these three. Does anyone have what it takes? Do you?
Evo 2015 is scheduled for July 17-19. More details can be found here.
It’s time to get out the vote for GODSGARDEN #10! Keeping with the GODSGARDEN tradition, two spots each in the event’s Guilty Gear Xrd -SIGN- and BlazBlue Chronophantasma EXTEND tournaments have been reserved for the highest ranked compeitors in the player invitation vote.
The pages are listed in Japanese, but voting is quite simple. Each day, voters are allotted five up-votes (賛成, the green button) and one down-vote (反対, the red button). You can stack or spread your votes however you may like. Votes refresh each day, so if you want to see your favorite players make the finals, remember to come back each day and keep voting.
Below, you’ll find candidate listings for both games matched up with their respective voting pages. Voting ends on June 19 at 11:59 PM JST (7:59 AM PDT, 10:59 AM EDT), so be sure to make your voice heard over the next week and change.
As most of you should know by now, Capcom recently showed off Street Fighter V at an exclusive event, during which members of the press were given a chance to get their hands dirty with a playable build of the game.
Our own Heidi “Zerochan” Kemps has already done an extensive write-up on Street Fighter V’s new systems and currently revealed cast based on her own time with it, but anyone hungry for more information and, perhaps more importantly, gameplay footage should definitely take a look at the video captured by other outlets.
Take note that, mostly due to their limited time with the game, the quality of play shown here is certainly not representative of high-level competition. That said, the videos can give us some insight into how the game is shaping up.
First up we have EGMNOW’s Mollie L. Patterson using Nash and Chun-Li to take on an unnamed Capcom representative. Some highlights include the use of Ryu’s charged fireball during V-Trigger as well as a glimpse at the mid-air version of Chun-Li’s Hyakuretsukyaku.
Next up, we have some footage from GameSpot. Here, we get a good look at some of Nash’s target combos and his V-Trigger teleport. We can also see use of M. Bison’s new Psycho Inferno, which looks to be a good way to catch jump-ins.
And finally, IGN shared straight up match footage between Nash and Ryu. Like the previous demonstrations, this should give you a nice, foundational look at the title’s new gameplay mechanics and some very basic combos for both characters.
Please bear in mind that this is an early Street Fighter V build and is not representative of what we’ll see at launch.
All the excitement surrounding Street Fighter V has provided a momentary lapse in Ultra Street Fighter IV coverage, but the developers are still working to make the title’s horrendous PlayStation 4 release a little smoother post-launch. This morning, a brand new patch dropped that corrects even more issues, including the input lag, audio quirks, and graphics bugs that plagued the port.
While there are a few outlying problems still to be addressed, Sony, Capcom, and third-party studio Other Ocean Interactive have acted quickly, apparently trying to make sure the game isn’t broken for long.
A full list of changes in this update can be found below, courtesy of MavFan. Give them a read and let us know how Ultra Street Fighter IV currently performs on PlayStation 4 in the comments.
Ultra Street Fighter IV PlayStation 4 ver.1.03 Patch
Reduced input latency.
Improved online match performance.
Overall audio balancing to correct volume levels; several corrected audio bugs.
Fixed bug where character movement SFX are replaced by ambient stage sounds.
Addressed matching not working correctly within the Replay Channel.
Fixed localization issue in Spanish for the control customization UI.
Fixed bug where grey box appeared around OPTIONS in MY LIST.
Fixed resolution “snap” between menu transitions.
Fixed crash bug where leaving the game in Trials for extended period.
Addressed Juri pinwheel graphical corruption.
Added Special Titles (from Prize Codes). Note: There are no more Prize Codes, which is why the input is disable.
Fixed bug where Title/Icon Scroll speeds were sluggish.
Adjusted volume of announcer compared to other sound levels.
A spokesperson from Capcom has been quoted as saying Street Fighter V will never stray from the platforms that have already been announced, according to details provided by Gamespot’s Tamoor Hussain.
“There will never be a Street Fighter V on anything but PlayStation,” Hussain said of his interaction with the company representative, quickly following up with, “and PC,” when prompted by his co-host. “Never ever.”
This “scoop” shouldn’t come as much of a shock to anyone who has been following this title, as Capcom has all but stated Sony is backing Street Fighter V’s creation, but it does give some of the more suspicious fans a reason to stop rolling their eyes in this age of limited exclusivity. Their partnership also extends to this year’s Capcom Cup, which has seen a massive expansion of its prize pool thanks to Sony’s involvement.
Street Fighter V is currently in development. You can find our hands-on impressions with an early build here.
So, what do you think of all the Street Fighter V info that dropped earlier this morning? Crazy, right? Fortunately, if you can’t make it out to E3 or Community Effort Orlando, you won’t have to wait much longer to try it out for yourself.
Evo organizer Joey “Mr. Wizard” Cuellar took to Twitter to announce that Street Fighter V will be playable on the showfloor at Evo 2015. Much like its appearance at Community Effort Orlando, this is sure to give our scene’s fighting game fanatics more than enough time with the game before it launches for PlayStation 4 and PC. If you were still on the fence about making the trip to Las Vegas, this may be just the push you needed.
Evo 2015 is scheduled for July 17-19. More details can be found here.
One of the things they don’t tell you about E3 is that it’s a pretty terrible event to try new titles at. It’s crowded, it’s noisy, and the time you spend actually playing games will be eclipsed by the time you spend waiting to play games. This is why, increasingly, you’ll find companies giving media time outside of E3 to play the games they’ll be showing, which is just what Capcom did with select members of the press and Street Fighter V. It’s a wise move on their part–Street Fighter V is the sort of game that you’d want to sit down with for a good length of time and really get a feel for.
I was one of several games media folks invited to Capcom’s pre-E3 2015 hands-on with Street Fighter V, and I came away intrigued, amused, but most importantly…hyped. And thankfully, Shoryuken has provided an outlet through which I can share my hands-on impressions with other like-minded folks who love fighting games.
Before I start, I’ll be upfront: I’m pretty hot garbage at this series. Sure, I have a lot of experience with fighting games, but odds are you’d body me pretty hard if you played me in Street Fighter right now. This means that while this report will hopefully be a bit more in-depth with gameplay stuff than other articles coming out around this time, it won’t be quite as technical as some of you might like it to be. My apologies in advance.
Also, keep in mind that the game is still in very early development, and there’s room for significant alterations between the time this is published and the game’s eventual release.
A new game brings new mechanics
So here’s what folks are most curious about…just what was that weird magical energy stuff we saw Ryu and Chun-Li tossing around at Capcom Cup? The answer: it’s a special skill that utilizes something called the Variable Meter.
Remember the Revenge meter? It’s gone. No more Ultras. Focus Attacks? No longer a thing. Those are systems specific to Street Fighter IV and are done and buried in V. It’s all about the Variables now.
Variables are the new core mechanic that Street Fighter V is built around (and also a neat play on the prominent “V” roman numeral in the title). Every character now comes equipped with a V-meter as well as a Super meter. The length of the former varies from character to character; the standard seems to be two, but I also saw characters with three stocks. The V-meter, which rests above the super meter on the HUD, fills up similarly to the old Revenge meter–by taking damage– and resets after each round. But rather than allowing access to a single attack, it opens up new mechanics called V-Reversals and V-Triggers.
V-Reversals use one stock of V-meter and function like Alpha Counters; the command varies slightly from character to character but generally involves pressing forward and either three punches or three kicks while in blockstun. V-Triggers, on the other hand, have a universal activation of HP+HK, but the function varies. That energy you saw Ryu and Chun summoning months ago were their respective V-Triggers. The effects these activations have vary dramatically, and I’ll go into more detail when I talk about individual characters.
While they have a similar name, V-Skills actually don’t use the V-meter at all. They are, however, character-specific skills with a unique function accessed by pressing MP+MK. Again, I’ll go into more specifics when I get into character details.
Replacing the Ultras are “Critical Arts,” which make use of a fighter’s entire super bar. This makes for an interesting twist in strategy: if you use EX moves, you make it harder to access your Critical Art. It’s a big change from Street Fighter IV, where you had both Supers and Ultras; now you only have a Critical Art, and you’re really going to have to be careful with meter management to utilize it.
Other bits of note:
Damage, in general, seems a fair bit higher than Ultra Street Fighter IV.
Chip damage cannot kill unless from a Critical Arts attack.
No 360 moves were in the game.
The character select screen shows stats for each character, ranking them on things like strength, technique, etc.
I asked if one-frame links were still a thing. The answer was, “Yes, but the execution is more lenient so they’re easier to pull off.”
There are more special stage finishes than what we saw at Capcom Cup. One match I played ended with my Bison being shoved into a Hong Kong tour bus that then drove off.
Only one Critical Art for each character though, in some cases, it can be altered…I’ll go into that shortly.
Capcom also spoke a bit about the online play. The team has developed their own proprietary netcode, called “Kagemusha,” based on GGPO-style rollbacks. The studio is promising a smooth, lag-free online experience. Perhaps even more excitingly, this will–in a series first–allow cross-platform play between PlayStation 4 and PC. Can’t convince your PC-owning buddies to spring for a console to play with you? No problem, you’ll still be able to battle them online!
Now, let’s have a bit of a look at the individual characters along with their current movesets. While I spent a fair deal of time with everyone and tried to be fairly thorough, I definitely wasn’t able to test every single variation and situation. In particular, I didn’t really have a chance to play around much with the V-Reversals, so I don’t really have much info to give on them. Sorry!
Ryu
Click for full artwork
Capcom generally takes the “if it ain’t broke, don’t fix it” approach to Ryu, and his Street Fighter V incarnation is no exception. His fundamentals are largely the same across every game he shows up in, and if the powers that be ever want to make major changes, they just make a new character like Evil Ryu. (No, that’s not a confirmation of Evil Ryu being in the game. Don’t read too much into this!)
Everything you know and love/hate/are mostly ambivalent towards concerning Ryu is still here, with a few new elements that don’t really alter what makes him the iconic fighting game character.
Current Movelist
V-Skill: Mind’s Eye (MP+MK)
Ryu’s V-Skill is pretty easy to grasp…it’s a Street Fighter III parry! The command might be different, but the timing’s still pretty strict. (Yes, it’s possible to recreate Evo Moment #37 in Street Fighter V. Yes, I specifically asked about it.)
V-Trigger: Denjin Renki (HP+HK)
This is what we’ve been seeing in so much of the Ryu footage released thus far. The wandering warrior’s V-meter transforms into a countdown (think Alpha 2 custom combo meter) that adds additional properties to several of his special moves, which I’ll expand on further down.
V-Reversal: Hashogeki (During guard, towards+PPP)
Special Moves
Hadoken (QCF+P)
Shoryuken (DP+P)
Tatsumaki Senpuukyaku (QCB+K)
Air Tatsumaki (QCB+K in air)
Not much to say about Ryu’s moveset, you know it like the back of your hand at this point. The big alterations happen when Denjin Renki is active, as Ryu can hold down the punch button to charge the Hadoken’s strength. At max charge, the projectile gains guard break capabilities. Shoryukens also gain an electrifying property when in this mode.
Critical Arts
Shinkuu Hadoken (2xQCF+P)
Ahhh, the old classic! Unless Denjin Renki is active, because then you get…
Denjin Hadoken (2xQCF+P)
It’s a Shinkuu Hadoken, but far more electrifying! Slightly different animation, more damage.
Chun-Li
Click for full artwork
Though almost as iconic as Ryu, Chun-Li’s has had some more significant alterations from her previous appearances in Street Fighter V. Her moveset is now a mix of charged attacks and quarter-circle motions, with some new Variable abilities to augment her pressure game.
Current Movelist
V-Skill: Rankyaku (MP+MK)
You know those trademark, kinda-floaty, vertical Chun jumps? Well, now she has a skill that gives her a nice, short 45-degree angle leap where she spins in the air like a graceful…something. I’m strapped for metaphors. Anyway, it’s good for dodging and getting in close with less risk than a normal jump.
V-Trigger: Renkiko (HP+HK)
Activating Renkiko turns Chun-Li’s V-meter into a timer, like Ryu’s Denjin Renki. But where Denjin Renki affects Ryu’s specials, Renkiko gives the world’s strongest woman multi-hit normals, increasing damage and blockstun and making her rushdown game much fiercer.
I predicted that they’d make this a standard quarter-circle forward motion, but I was wrong! Instead…
Hyakuretsukyaku (QCF+K)
Air Hyakuretsukyaku (QCF+K in air)
It’s the ol’ Lightning Legs, only with motion inputs instead. No more mashing! She also gains the mid-air Hyakuretsukyaku from the Marvel series.
Spinning Bird Kick (Hold down, up+K)
Critical Arts
Hoyokusen (2xQCF+K)
Straight from Street Fighter III. Don’t know what this looks like? Well, there’s this video…
Nash
Click for full artwork
Capcom seems to be standardizing Charlie’s name as “Nash” across all territories this time around. Fine by me! Perhaps it’s because this isn’t the Charlie you remember from the Alpha series. No, Nash is a very different beast from his former Guile-clone self. Gone are his charge moves, replaced with shoryuken and half-circle commands. Also absent is his formerly pleasant “too easy!” demeanor: Nash is physically altered and filled with vengeful rage, and it’s reflected in his attacks, which feel far more vicious.
Current Movelist
V-Skill: Bullet Clear (MP+MK)
Absorbs a projectile and gains meter–with proper timing, of course. It doesn’t seem to work against EX or charged projectiles, though I admittedly didn’t test every variation.
V-Trigger: Sonic Move (HP+HK plus a direction)
This one actually has a few variants, effectively acting as a teleport. Remember seeing Nash warp behind Ryu in the character reveal trailer? That’s his V-Trigger. Pressing a direction (back, towards, or down) with the command determines where Nash appears in proximity to the opponent.
V-Reversal: Sonic Move – Avoid: (During Guard, towards+PPP)
Special Moves
Sonic Boom (QCF + P)
Sure feels weird launching Sonic Booms with a fireball motion…
Sonic Scythe (QCB+K)
Moonsault Slash (QCF+K)
You probably remember seeing two Flash Kick-style moves in Nash’s reveal trailer: these would be those skills. Old-school Marvel players might remember the Moonsault Slash, a skill Charlie had exclusively in that series. Sonic Scythe is the parallel to the old Somersault Shell, though with a a rolling leg kick rather than a backflip. It functions much like a typical uppercut/anti-air style move in this incarnation, though it still seems to have a fairly large hitbox.
Tragedy Assault (DP+P)
Here’s something a bit out of left field. This leap-lunging grab, when it connects with a foe, has Nash grabbing them by the face and slamming them to the ground, then charging a bolt of electricity into their body for good measure. Harsh!
Critical Arts
Judgement Saber (2xQCF+K)
But still not as harsh as this Critical Art. The trailer only showed half of this, the part where Nash does a short lunge towards the opponent and materializes behind them. What happens after that? Well, you see said opponent with a gigantic Sonic Boom energy blade vertically bisecting them from the head to chest. It looks incredibly painful–if this were Mortal Kombat, this would be a Fatality and various viscera would slide out of the corpse after the fact. But since this is Street Fighter, it just eats a ton of life and leaves the opponent mentally torn apart instead.
M. Bison
Click for full artwork
I don’t know if it’s just me, but something about our beloved dictator felt a bit…off in this build. It primarily has to do with him being a charge character. I mean, yeah, he was always a charge character, but the new attacks he has don’t seem to gel with the mechanic.
When you hold back or down with a charger, you typically get some sort of “slingshot” effect upon pressing the next direction and your attack button, be it launching a projectile forward or your character shooting physically up into the air. This current incarnation of Bison doesn’t really follow those rules, which makes playing him feel a bit awkward. I’ll explain in more detail in the movelist–and again, keep in mind this is a very early version and changes are extremely likely.
Besides that, it’s noteworthy that Bison has a three-stock V-meter, where most of the other characters have two.
Current Movelist
Variable Skills
V-Skill: Psycho Reflect (MP+MK)
Executed properly, this sends a projectile bouncing back from whence it came.
V-Trigger: Psycho Power (HP+HK)
Transforms the V-meter into a depleting gauge, like Ryu and Chun-Li. This adds a teleport/momentary invulnerability property to Bison’s dashes. Think Demitri from the Darkstalkers series and his dashes.
Yup, no more Psycho Crusher! This is the replacement, and it’s one of the “doesn’’ feel right for a charger” moves I mentioned before. Instead of launching forward, Bison does a close-range strike with a psychic power orb. It looks like the Psycho Cannon projectiles he had in the Alpha series, only larger and stationary.
Double Knee Press (Hold back, towards+K)
Well, he’s still got the knee press at least. Not much new here.
Head Press (Hold down, up+K)
Somersault Skull Diver (P after Head Press hits)
Devil Reverse (P before Head Press hits)
He’s also capable of these two Head Press variants again!
Psycho Inferno (Hold down, up+P)
Another new skill that functions as an anti-air/uppercut. It feels somewhat more appropriate for a charger than the Psycho Blast, but still a little “off.”
Critical Arts
Ultimate Psycho Crusher (2xQCF+K)
This was shown in Bison’s reveal trailer last month. Despite being a “Psycho Crusher,” it actually needs to hit at close-range on startup in order for the full attack to execute.
That wraps things up for now. Hopefully you enjoyed my hands-on impressions of Street Fighter V–I’m very excited to see where this game goes from here. I’m also eagerly awaiting the next round of community and industry events. Capcom’s always one to give us some additional teases at shows, and between E3 and Evo 2015, I get the feeling there’s more Street Fighter V surprises still waiting for us. Get hype!
Interested in seeing these mechanics in motion? Check out the latest Street Fighter V trailer below.
In a game so centered around establishing and maintaining a favorable momentum through a mixture of intense pressure and okizeme, it’s important for players of Mortal Kombat X to understand how to turn the tide of battle in their favor when the opportunity presents itself.
Finding that opportunity isn’t always easy.
In the video below, Sajam gives a rundown of how to put a stop to pressure, Liu Kang’s in particular. Though he does only spend time explaining how to stop one character firmly in his tracks, these tips can be taken to training mode against any other character in the cast to expose the weak spots in their offensive game. If you find yourself being stopped regularly, this can also help you tighten up the gaps in your own offensive game.
Look, I know this is a fighting game website and all that jazz, but I’ve been pretty obsessed with Splatoon since it released a couple of weeks ago. That’s why, when Artsy Omni released a brand new Smashified video focusing on the shooter’s Inklings, the transforming sea creatures instantly became my most wanted characters in Super Smash Bros. for Wii U.
Unfortunately, that’s just a pipe dream at this point, but Omni and his incredible team of artists do a fantastic job of showing how a girl and boy Inkling might look if they happen to join Nintendo’s popular fighting franchise. Much like previousprojects, the work they put in here is nothing short of amazing, so be sure to give the entire video your attention for more details from the creators themselves.
If you prefer to check out their creative process without commentary, you can watch the alternate video here.