Grab Your Tonfas, Naginatas, and Fireballs; It’s Time for a Mortal Kombat X Tanya Community Roundup

Mortal Kombat X players have had access to Tanya for just over a day now, and that’s been more than enough time for the community to compile a vast number of combo videos and strategy guides for the new fighter. Below, we’ve included some of the best stuff from around the FGC–shout out to the Test Your Might Tanya forum, as it has proven to be a wellspring of Tanya technology.

Before we unload our shipment of fresh combos, let’s get things started with a general Tanya overview. This breakdown from Sajam is a great springboard for getting into the character. Sajam discusses important buttons and general strategies as well as some more interesting tactics like how to go about using her Dragon Naginata in the most annoying fashion possible.

Over-the-top combos that blow all of your meter to bring home a massive 50% or more damage are excellent for those moments when styling on an opponent is more important than keeping things practical, but these combos from EGP|Wonder Chef aren’t of that ilk. Instead, they start with practical, fast openers and still manage to bring in a respectable amount of damage. If you’re looking to pick up Tanya, definitely grab these combos and add them to your game as quickly as possible.

Judging from early footage, it seems that the community has taken to Tanya’s Kobu Jutsu variant more quickly than the rest of her fighting styles. When it comes to stylish combos, this variant definitely delivers. Below, we’ve included videos from Vlad Lakeev, BigJGleez, and rbrook908, each dedicated to Tonfa fighting. These combos span the full spectrum of practicality, so there’s a little something for everyone.


Up next, we’ve got a fine showcase of combos from FightersLegend. As noted in the video’s description, these were created for entertainment purposes, so many of them won’t find a comfortable place in each match–or maybe even each set–but they do a great job of displaying what Tanya is capable of when given the option to go as hard as possible. That said, there are some practical tidbits to be taken away from this, so be sure to check them out!

As they’ve done with the rest of the cast, Hurtbox TV has already put out an extensive combo collection for the new kombatant. These combos span each of the fighter’s variants and include all sorts of openers: magical purple dust, raw overheads, a variety of strings, you name it. As you might expect, these combos range from every-round viability to questionable practicality due to meter expenditure with regard to damage scaling (X-Ray combos, anyone?), but a good deal of them are definitely worth picking up.

Be sure to hit up our tip line with combo and strategy videos when new characters hit the Mortal Kombat X roster. We’re always looking for quality content to share with the community!

Sources: Sajam, EGP|Wonder Chef, Vlad Lakeev, BigJGleez, rbrook908 and FightersLegend via the Test Your Might Tanya Combo Thread, HurtboxTV

Arc System Works May Have One More Guilty Gear Xrd -REVELATOR- Character Left to Reveal

Since announcing Guilty Gear Xrd -REVELATOR- last week, Arc System Works has revealed that the follow-up to 2014’s -SIGN- will introduce two playable characters to the current roster: returning Jellyfish Pirate captain Johnny and newcomer Jack O. New screens from Famitsu, however, hint at one more fighter debuting in the upcoming release.

As you’ll see in the rough scan below, the -REVELATOR- character select screen has been expanded to include the aforementioned additions as well as one conspicuous spot occupied by a question mark. While some have speculated that it’s merely the random select slot, it’s possible we could see another cast member unveiled at some point before the title’s launch.

ggxrd-revelator-charselect-rough

Furthermore, it’s possible to narrow down the group of hypothetical veterans that could fill that slot due to character placement elsewhere in the select screen.

As you might have already noticed, many characters are mirrored by significant players in their respective stories, be it perennial rivals Sol Badguy and Ky Kiske, crewmates Johnny and May, or sisters Elphelt and Ramlethal Valentine. With that in mind, we see that Faust is opposite the mystery spot, allowing us to dig through his past and suss out some possible scenarios.

Since many of the characters Faust encounters in previous titles (I-No, Venom, Slayer, etc.) are already playable, these leaves only two contenders: Dizzy and Zappa. While the former is probably the most likely due to the part she’s already played in the Xrd narrative, one could argue that Faust’s heightened importance in the latter’s story could make them more suited for the current character select arrangement.

Of course, like everything involving unreleased games, this is all speculation, so feel free to let us know what you think of this uninhabited character slot in the comments below.

Guilty Gear Xrd -REVELATOR- location tests are planned for this weekend; stay tuned for more details in the near future.

Source: Famitsu via Kurushii

Help Design Evo 2015’s Official Street Fighter Apparel

evo-2015-logo-622-2-crop

The folks behind the Evolution Championship Series have a new collaboration in the work with both Capcom and Gaming Generations, and will be offering artistic members the community the opportunity to join in as well with a special design contest.

By submitting your idea for an official Street Fighter x Evo t-shirt, you stand the chance of winning a couple of cool prizes if your design is chosen. The winner will see their art come to life on a shirt and receive a prize bundle including $250 and a pair of three-day passes to Evo 2015, while the runner-up’s artwork will be turned into a limited edition poster to be given away with each t-shirt purchase.

The deadline to enter is June 19 with winner announcements scheduled for June 22. There are a few guidelines you’ll need to follow to make sure your submission is legitimate, so check out the rules below for more details.

Evo 2015 Design Contest Info
  • Submissions should be sent to evocontest@gaminggenerations.com
  • Submissions should be 640×800 pixels and under 500kb. 
  • All artwork must be produced at least 300dpi and be 13w x 19h inches or smaller.
  • All artwork has a 7 color limit, with halftones set at 55LPI.
  • Final artwork must be submitted as an editable PSD or AI file. 
  • Shirts cannot contain intellectual property, landmarks, or trademarks not owned or operated by Capcom, EVO, or Gaming Generations. This means Vegas landmarks & Hotels are off limits.
  • Should not include any dates
  • Submitted artwork, if used, becomes the property of Capcom and EVO. No additional royalties or licenses beyond the listed prizing will be granted.

Help Design Evo 2015’s Official Street Fighter Apparel

evo-2015-logo-622-2-crop

The folks behind the Evolution Championship Series have a new collaboration in the work with both Capcom and Gaming Generations, and will be offering artistic members the community the opportunity to join in as well with a special design contest.

By submitting your idea for an official Street Fighter x Evo t-shirt, you stand the chance of winning a couple of cool prizes if your design is chosen. The winner will see their art come to life on a shirt and receive a prize bundle including $250 and a pair of three-day passes to Evo 2015, while the runner-up’s artwork will be turned into a limited edition poster to be given away with each t-shirt purchase.

The deadline to enter is June 19 with winner announcements scheduled for June 22. There are a few guidelines you’ll need to follow to make sure your submission is legitimate, so check out the rules below for more details.

Evo 2015 Design Contest Info
  • Submissions should be sent to evocontest@gaminggenerations.com
  • Submissions should be 640×800 pixels and under 500kb. 
  • All artwork must be produced at least 300dpi and be 13w x 19h inches or smaller.
  • All artwork has a 7 color limit, with halftones set at 55LPI.
  • Final artwork must be submitted as an editable PSD or AI file. 
  • Shirts cannot contain intellectual property, landmarks, or trademarks not owned or operated by Capcom, EVO, or Gaming Generations. This means Vegas landmarks & Hotels are off limits.
  • Should not include any dates
  • Submitted artwork, if used, becomes the property of Capcom and EVO. No additional royalties or licenses beyond the listed prizing will be granted.

Punish Your Opponents with This Command Grab Option Select in Mortal Kombat X

Option selects in fighting games are powerful tools that allow players to limit the game to one of two outcomes depending on what their opponent does. This means that players performing an option select can generally apply safe pressure and expect a positive outcome with minimal repercussion.

In this new video, Delaphaz demonstrates one such option select setup for Mortal Kombat X that requires a character to have a command grab that can be canceled from a down 1 or down 3 on block, but not on hit. This means that any players trying to defend these attacks risk getting thrown by the command grab if they do block it, or possibly eating a combo from said normal if they don’t.

While the demonstration below utilizes Ferra/Torr, the option select works for most characters with a command grab and should prove to be a powerful tool for their gameplay.

Source: Delaphaz

Punish Your Opponents with This Command Grab Option Select in Mortal Kombat X

Option selects in fighting games are powerful tools that allow players to limit the game to one of two outcomes depending on what their opponent does. This means that players performing an option select can generally apply safe pressure and expect a positive outcome with minimal repercussion.

In this new video, Delaphaz demonstrates one such option select setup for Mortal Kombat X that requires a character to have a command grab that can be canceled from a down 1 or down 3 on block, but not on hit. This means that any players trying to defend these attacks risk getting thrown by the command grab if they do block it, or possibly eating a combo from said normal if they don’t.

While the demonstration below utilizes Ferra/Torr, the option select works for most characters with a command grab and should prove to be a powerful tool for their gameplay.

Source: Delaphaz

Ultra Street Fighter IV Patch Live on PlayStation 4; Corrects Invisible Projectiles, Decapre’s Teleport, and More

usfiv-guiledudley-622-crop

After a rather uninspiring launch last week, the very first patch has been released for Ultra Street Fighter IV on PlayStation 4. According to screenshots of the update notes shared on r/StreetFighter, a number of issues have been corrected, including Guile and Juri’s invisible projectiles, the graphical quirks that made it seem like Decapre’s Scramble teleports had been nerfed, menu lag, and more.

One thing it does not address, however, is the increased input latency confirmed by the folks at Display Lag. While the PlayStation 4 port was supposed to improve the inherent lag associated with Ultra Street Fighter IV’s previous appearance on PlayStation 3, their findings showed that it only increased in the transition to Sony’s latest platform.

The ongoing issues with this new title forced the Evo organizers to shift back to Xbox 360 for this year’s competition, a decision that likely won’t be reverted even with this latest patch.

A full list of what was fixed can be found below.

Ultra Street Fighter IV PlayStation 4 ver.1.02 Patch
  • Reduced Interface lag within menus.
  • Addressed disappearing projectiles.
  • Fix Decapre’s teleport animation.
  • Fix Rolento audio glitch during victory screen.
  • Fixed missing SFX for Red Focus Attack.
  • Fixed Akuma’s stomp SFX not playing.
  • Addressed bottom portion of the ON/OFF text being cutoff under the graphics setting in the Options menu.
  • Removed extra character that was sometimes displayed in the Leaderboards at the end of a player’s name even if they have not set it to be there.
  • Fixed issue when seeking an arcade match-up with LAN cabled disconnected, and then starting up training results in a message ID being displayed.
  • Addressed online IDs not appearing correctly.
  • Addresses issue when changing the HP bar’s HUD position in Options, the Online ID HUD positions does not move with it, and is displayed at the default position.
  • Anisotropic Filtering (AF) changes to decrease blur.
  • Fixed appearance of white box after backing out of a command list menu.
  • Addressed Fight Request in Arcade Mode (Arcade | Arcade).

Source: r/StreetFighter

UltraChen TV Streaming Live – Midwest Championships 2015, FFM-Rumble #8, Mortal Kombat X, and More

UltraChen TV is back with yet another broadcast of their Tuesday show. Tonight, UltraDavid and James Chen will be discussing a variety of topics, including results from Midwest Championships 2015 and FFM-Rumble #8, Mortal Kombat X’s recent Tanya update, Guilty Gear Xrd -REVELATOR- newcomer Jack O, Killer Instinct, Evo 2015’s return to Xbox 360, upcoming events, 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

Atlanta Kombat Arena feat. Mortal Kombat X, Killer Instinct, and More Streaming Live from Yomi Gaming

yomigaming-atlantakombatarena-flyerWith the release of Mortal Kombat X, the fighting game community is experiencing a rather large swell of activity as folks pick up the new game and rush to learn as much as they can before major tournaments. One of the best places to do so outside of smaller gatherings is most definitely regional weeklies, and Yomi Gaming in Atlanta, Georgia recently began providing a space for the local community to do their thing.

Dubbed Atlanta Kombat Arena, these events run tournaments for the latest NetherRealm Studios title alongside supporting games Killer Instinct, Tekken Tag Tournament 2, and Injustice: Gods Among Us. Though only in their second week, they’ve already seen an amazing contingency of high-level talent take part, including KiT|Forever King, RZR|Perfect Legend, HB|Tyrant, co-organizer Pig of the Hut, Michaelangelo, and many more.

And, as a special treat, tonight’s event will feature a special Jason Voorhees exhibition before the tournament begins, giving folks an opportunity to check out Mortal Kombat X’s newest character if they haven’t already.

If you’re interested in watching the action live, be sure to tune in below or head on over to Twitch to join the chat. Online brackets are being made available through Challonge if you like to follow along at home.

Watch live video from yomi_gaming on www.twitch.tv

Sources: Yomi Gaming

Mortal Kombat X Steam Update Adds Tanya to Playable Cast, Addresses Various Bugs

Mortal Kombat X Tanya SMALL

We all know Mortal Kombat X on PC has had one hell of a shaky launch, post-launch, and whatever you’d call six weeks after launch, but as of today, the Steam client seems to have finally caught up to consoles–well, almost at least.

Earlier today, the PC-based title received what the Steam news feed calls the “Tanya Patch.” As the name suggests, it adds Tanya to the cast, but also comes loaded with a host of features, including memory leak fixes, general graphical stability improvements, and a slew of quality of life changes. As an added bonus, the patch is actually fairly small, especially when compared to the previous patches the PC version has received.

Though the notes do include plenty of changes, a good deal of the balance tweaks from the last two console patches didn’t make the official change log. The notes mention that Spectral Ermac’s meter gain bug has been addressed, as has Kitana’s Mournful infinite, and after a quick trip to training mode I was able to confirm that Kitana’s Pretty Kick normal did make it into the game. All of this combines to suggest that the rest of that console patch was likely added as well.

Sadly, Raiden’s F1 still hits Mid, and Erron Black’s Slide is still very, very positive on hit (tested with jump timings of aggressor and defender after a connected attack). As these are two of the major changes that last night’s hotfix brought, there’s an excellent chance that all of those little frame data nuances that came alongside them have also not made it in just yet.

So, for the moment, those of us who prefer to punch each other on PCs are nearly caught up to the rest of the crowd. Will we ever catch up all the way? We’ll just have to wait and see.

Source: Steam