Enter the Evo 2015 Indie Showcase!

Attention, independent game developers: The Evo Indie Showcase is back for Evo 2015, and we want you to enter!

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Why Evo?

Indie games and fighting games have a lot in common; we both come from scrappy, grassroots backgrounds; we appreciate well-crafted game design and mechanics; we understand that games are only as fun as the people you can play with and talk to. And, hey — Evo itself is an independent production.

Participating in the Evo Indie Showcase isn’t just about putting your game in front of your potential players, though; it’s also about seeing what some of the game-breakingest people in video games can do with what you’ve made. You might just learn a thing or two about your own game — and maybe even meet a few people who can help you make it better.

If you missed last year’s Evo Indie Showcase, go read about it in our Inside the Indie Showcase posts (Part 1 and Part 2) to see why the devs behind TowerFall, Nidhogg, Lethal League, and Yatagarasu (just to name a few) showed up in full force.

How do I apply?

The application process is simple: Just go to the Media Indie Exchange (MIX) site over here and click on “Developer Registration” on the right-hand column. If you have any issues, email Justin Woodward at justin at mediaindieexchange dot com.

If you want to make sure your game is considered for this year’s Showcase, make sure to have your email in by 11:59 PM Pacific on June 5. We’ll be sure to let you know as soon as possible!

What else do I need to know about the Evo Indie Showcase?

If you’re thinking of applying, you’ll probably want to know these facts:

  • Participation in the Evo Indie Exhibition is free, and your exhibition staff will be provided “Exhibitor” badges that let you in and out.
  • Evo registration opens at 2 PM on Thursday, July 16, one day before the event begins, so you can begin setting up that Thursday. (You can still set up at any time Friday, with the understanding that the show begins at 8 AM on Friday morning, so you would be setting up amidst traffic.)
  • You will be provided a “dressed” table, chairs, and two standard Evo monitors (very low latency ASUS 24″). If you need more, we can’t guarantee that, but let us know and we’ll do our best to accommodate.
  • You’re free to bring popup banners, signage for the table, or any other other peripherals you might like, but setting that up is on you! Also, you will be sharing the floorspace with other exhibitors, so we ask that you be respectful of their needs.
  • Show hours are 8 AM – 11 PM, Friday, Saturday, and Sunday. We don’t expect you to staff the area this entire time–your hours are up to you.

What if I’m not an indie game developer?

It’s never too late to get started! But if you want to help out, it’d be great if you could leave a comment suggesting a game that you’d like to see at Evo — or, better yet, hit up the developers themselves with a link to this post.

See you at Evo!

Guilty Gear XX Accent Core Plus R PC Release Possibly Revealed by Korean Game Rating Board

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Guilty Gear fans looking to play the Arc System Works series on PC have traditionally been out of luck, as only two older versions of the game have been ported to the platform so far. That however is looking to change, as a listing for Guilty Gear XX Accent Core Plus R recently popped up in Korea’s Game Rating and Administration Committee database.

While it’s not Guilty Gear Xrd -SIGN-,  this installment still has a sizable following with a good number of players still playing thanks to XX’s long tenure in the community. For many, the game is considered the pinnacle of the series.

The company behind this port is listed as H2 Interactive, the same South Korean company responsible for backing the Steam releases of BlazBlue: Calamity Trigger and BlazBlue: Continuum Shift EXTEND. This most likely means that, if this pushes through, we’ll be seeing Guilty Gear on Valve’s service sometime in the future.

Source: Game Rating and Administration Committee via NeoGAF, thanks to IPT.McArthur for the tip

Mix Up Night #27 Streaming Live from Osaka, Japan

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Mix Up Night is back for your monthly dosage with tournament #27! As usual, MUN is hosted at the infamous Maid Café CCOcha in Osaka and features a different selection of titles each month. This month’s mix-up is Ultra Street Fighter IV and the newly released BlazBlue Chronophantasma Extend. If you want to catch the action from the event, check out Mix Up Night’s Twitch channel below.

Watch live video from mixupnight on www.twitch.tv

Source: Mix Up Night

Mix Up Night #27 Streaming Live from Osaka, Japan

mun-mixupnight-banner

Mix Up Night is back for your monthly dosage with tournament #27! As usual, MUN is hosted at the infamous Maid Café CCOcha in Osaka and features a different selection of titles each month. This month’s mix-up is Ultra Street Fighter IV and the newly released BlazBlue Chronophantasma Extend. If you want to catch the action from the event, check out Mix Up Night’s Twitch channel below.

Watch live video from mixupnight on www.twitch.tv

Source: Mix Up Night

Salty! Weekly Skullgirls Encore Event Streaming Live from Ultimate Gaming Center

The folks over at UGC Live just went live with another installment of Salty!, the weekly Skullgirls Encore event that serves as both a tournament and a way for Lab Zero Games to share updates on future content. Don’t miss out on the great competition and previews from Mike Zaimont if you’re a fan of this indie fighter.

You’ll find the stream below, but you can also head on over to Twitch if you prefer to chat. More information these events can be found on Skullheart should you want to check it out in person.

Watch live video from UGClive on www.twitch.tv

Source: UGC Live

Combo Breaker to Use Most Recent Mortal Kombat X Update

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Last week, the organizers behind Combo Breaker announced that Jason Voorhees will be legal at next weekend’s tournament, news that undoubtedly brought a smile to the faces of players who had already established a love for the slasher flick guest character.

However, the release of yesterday’s patch to Mortal Kombat X for PlayStation 4 (forthcoming on Xbox One and PC) causes a bit of a complication with regards to downloadable characters like Jason: since tournaments will need to connect to the internet to grab these additional fighters, they will be forced to grab the newest patch in addition to that content.

This means that using the most recent Mortal Kombat X patch at Combo Breaker was unavoidable. It is perhaps a little unfortunate that the patch had to release so close to a major tournament, but it’s likely this sort of thing would have happened anyways even if the patch had come earlier or later than it did; that’s just the nature of having so many premier events year-round.

The plus side to this is that players who have already acquired the patch are fully capable of practicing before the big event instead of having to hold off in an effort to avoid familiarity with a patch that wouldn’t have been used in competition. Combo Breaker reportedly spoke with NetherRealm Studios and numerous Mortal Kombat players from around the community before deciding that this is the best route to take for the tournament, and feel it shouldn’t affect the integrity of the matches.

Combo Breaker will be held next week, May 22-24, in Chicago, Illinois.

Source: Combo Breaker

TORYUKEN 4 Day 1 Streaming Live from Mississauga, Canada

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With Victoria Day weekend rapidly approaching in Canada, the folks behind Toronto Top Tiers are set to put on yet another installment of TORYUKEN over the next couple of days. Having merged with the Enthusiast Gaming Live convention, TORYUKEN 4 promises to be even bigger than previous events, with a level of hype and competition worthy of the grander setting.

You can expect to see tournaments for a large variety of games throughout the weekend, including Ultra Street Fighter IV, Ultimate Marvel vs. Capcom 3, Mortal Kombat X, Guilty Gear Xrd -SIGN-, BlazBlue: Chronophantasma EXTEND, and more.

If you weren’t able to make it out in person, never fear, for Toronto Top Tiers will be providing two streams for your viewing pleasure. You’ll find both broadcasts below, along with a handy schedule adjusted for various time zones.

Toronto Top Tiers

Watch live video from Torontotoptiers on www.twitch.tv

Friday

Event EDT (Local) PDT GMT
USFIV Teams 7:00 PM 4:00 pM 11:00 PM
UMvC3 Teams 8:00 PM 5:00 PM 12:00 AM

Saturday

Event EDT (Local) PDT GMT
USFIV 11:00 AM 8:00 AM 3:00 PM
UMvC3 3:00 PM 12:00 PM 7:00 PM
USFIV Top 16 6:00 PM 3:00 PM 10:00 PM
UMvC3 Top 16 6:00 PM 3:00 PM 10:00 PM

Sunday

Event EDT (Local) PDT GMT
KOFXIII Top 3 11:00 AM 8:00 AM 3:00 PM
TTT2 Top 3 12:00 PM 9:00 AM 4:00 PM
GGXrd Top 8 1:00 PM 10:00 AM 5:00 PM
MKX Top 8 3:00 PM 12:00 PM 7:00 PM
UMvC3 Top 8 5:00 PM 2:00 PM 9:00 PM
USFIV Top 8 7:00 PM 4:00 PM 11:00 PM

Toronto Top Tiers 2

Watch live video from Torontotoptiers2 on www.twitch.tv

Saturday

Event EDT (Local) PDT GMT
KOFXIII 12:00 PM 9:00 AM 4:00 PM
MKX 2:00 PM 11:00 AM 6:00 PM
Injustice 4:00 PM 1:00 PM 8:00 PM
GGXrd 6:00 PM 3:00 PM 10:00 PM
BBCPEX 6:00 PM 3:00 PM 10:00 PM
P4U2 6:00 PM 3:00 PM 10:00 PM

Sunday

Event EDT (Local) PDT GMT
Super Turbo 12:00 PM 9:00 AM 4:00 PM
VF5FS 2:00 PM 11:00 AM 6:00 PM
DOA5LR 2:00 PM 11:00 AM 6:00 PM

Source: Toronto Top Tiers

 

Evo 2014 Finalist Nakkiel Talks Getting Started and Going the Distance in BlazBlue

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Nakkiel at Evo 2014 (image c/o Robert Paul)

BlazBlue has always been just a little bit different from other fighters, I’ve found, and ever since trying to dip my toes into the series I’ve always struggled trying to get my own foothold and figure out which directions I need to be moving in. The game has a good number of systems and a widely varied cast, sure, but the game also has its own strong, individual pacing that creates unique situations you won’t encounter in most other titles, even those in the Arc System Works family.

With the console release of Chronophantasma EXTEND, I saw an opportunity to explore the franchise with a fresh mindset, in hopes of not only becoming a stronger BlazBlue player and enjoying it more, but to take lessons and skills from those special situations and add them to my overall skill set across the other games I play. I picked it up, learned some combos and setups, and had some relative success until I smacked face first into a strong opponent. I quickly realized some of the game’s subtleties had eluded me, and all those combos and cute setups would go to waste unless I learned more about how I needed to approach the game from a more thoughtful perspective.

Different types of players introduced to EXTEND may find themselves in similar positions, whether they are coming in fresh or are veterans in need of extra insight, so I recently reached out to one of North America’s best players for any tips he could offer.

Nakkiel is one of the most consistent tournament placers during Chronophantasma’s initial lifespan thanks to his strong Litchi play, displaying a strong understanding of the title’s systems and what it takes to be competitive.  After his hectic weekend competing in and helping out with Northwest Majors 7, he was kind enough to take some time to answer a few of the questions I had for him about getting into BlazBlue, his own approaches to learning and thinking about overall strategy, and some personal takeaways he may have had during his time with the game.

(Editor’s note: Some of the answers below have been edited for clarity and brevity.)

M’Ellis: Can we get a quick introduction of who you are, any accomplishments, and anything you might represent?

Nakkiel: Hi, I’m Nakkiel! You might remember me as sG from Evo 2014, where I was the highest placing American in BlazBlue: Chronophantasma and qualified to represent the United States at ARC REVOLUTION CUP 2014. I don’t currently represent anyone but have been sponsored a couple times now.

M: If you had one key idea or concept that helps define what BlazBlue: Chronophantasma is about, what would it be?

Nakkiel: If I had to pick just one, it would be Barrier. Chronophantasma’s offense and defense revolve around the use of Barrier, including the mechanic’s increased pushback when paired with instant block, the large amount of Barrier you are given to work with, utilizing Crush Trigger to drain opponent’s Barrier gauge, and even throw option selects. The game simply wouldn’t function as well without it, and while some may overlook its importance, I really love its place in the game.

As a wise man once said: “Barrier Defense.”

M: As there’s a lot to learn in BlazBlue, what are the key things you would look to know first when picking a character?

Nakkiel: Their playstyle and the kind of tools they have to cater to it. How strong are they compared to the rest of the cast? Will I be out of my comfort zone and have to learn something new? Knowing yourself is probably one of the biggest things that can dictate character selection; I’ve forgone playing certain characters because I just do not mesh with their playstyle.

bbct-litchi-story-tallM: How do you personally go about character selection, and how has balance shifted in EXTEND?

Nakkiel: As previously mentioned, I really look hard for which characters fit me best. I’ve played fighters for a long time and I love playing heavy rushdown/lockdown characters, whether that be from close- or long-range. Making sure that I am using a character that lets me flourish once I’m in a favorable and comfortable position mid-match is what I really enjoy. I like being able to quickly punish my opponent once I’ve managed to dictate pace or established corner pressure, even if earning that position is a struggle.

The character balance in BlazBlue: Chronophantasma EXTEND is really close this time around. Outside of Terumi and, I guess, Celica, most characters have a solid base to work with and can definitely pull out wins with smart play. From what I’ve seen and experienced so far, I’m very pleased with the balancing job this time around.

M: If you had to give any advice to help somebody quickly get a foothold in BlazBlue, what would it be?

Nakkiel: Learn BlazBlue’s roll/tech system and learn it well. Many beginners and even intermediate players do not properly shut down rolling/no-tech, which is incredibly risky and allows their opponent a free way to get out of the corner or pressure. Almost every character in the game can cover all options at once with proper timing from most of their stronger knockdowns. You can’t always 100% cover every option, but you need to know when you can so you don’t give up that valuable momentum, or even better, free damage on a disrespectful opponent.

On the flipside, knowing it well will also help you learn when it is safe for you, as the defender, to roll away from pressure.

M: You mentioned throw option selects earlier. How do you think about option selects in terms of things to learn and think about in matches?

Nakkiel: I think the ones that are applicable to BlazBlue are all very important to learn after you gain a solid understanding of the game system. All the defensive option selects available open you up to specific, high-reward ways to beat them and the offensive ones will keep opponents from disrespecting your knockdown with rolls, no-tech, or backdashes.

After a certain point, using option selects will become almost reactionary to certain gatlings or noticing your opponent reacting a specific way. They’re supplementary but necessary at a high level and none of them feel too strong or too weak to bother with.

M: How would you describe BlazBlue’s neutral and gameflow?

Nakkiel: BlazBlue: Chronophantasma EXTEND is very steady. The hyper-offensive characters that could cover your defensive options are not as strong anymore, so you will find yourself playing footsies more often. All the strongest characters are mostly neutral-based, so your defense and decision-making needs to be strong in this game–it’s not as easy to steal games from a deficit. There are characters with very powerful offense, like Valkenhayn and Izayoi, but they operate differently from Carl, Litchi, and Kokonoe in the previous installment. You are not often stuck in blockstun for their mixups, so it feels more fair this time around.

M: When making in-game decisions, what does your thought process look like?

Nakkiel: Against most opponents, I try to position them to the corner or in my character’s most powerful offensive position as soon as possible. I feel like if I can get even a small bit of momentum, I have a high chance of winning. Offense and controlling corner space have always been my strong points. On the flipside, my defense is not as strong as it could be and I can be very slow to start.

Basically, I want to hit my opponent–a lot.

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M: Tell me a little bit about what your learning process is like.

Nakkiel: I play. Play and play. All my huge jumps in skill over the years have been from playing, reflecting on my matches, thinking hard about what I could have done better, and playing more. I use training mode very little (although some people get a lot of mileage out of it) and focus more on my interactions as a player. The benefit of learning different games also helped a ton in growing my decision-making; having to understand other game systems also helps you understand the one you currently play.

M: What do you find fun about BlazBlue and fighting games in general?

Nakkiel: It’s such a common and easy answer, but it’s really the community and the competition that keep me playing. I love the adrenaline of playing someone strong and I love the sense of satisfaction you get from overcoming them or simply improving as a player. I look back and see how much I’ve grown and I know how much more improvement there is to be had and that fires me up. I’ve grown as a person and met some of my best friends through fighting game gatherings and they are just wonderful; you get to travel to events and places you would never go otherwise and meet some great people.

They keep your head in the game and force you to stay on your toes and always make decisions, there’s never downtime!

M: A couple of personal questions now. What brand of hair product do you recommend?

Nakkiel: Well, I haven’t taken the wallet plunge on expensive hair product yet, so I’d have to say be lucky with your genes for now!

M: Favorite moment you’ve experience involving fighting games, both in and out of competition?

Nakkiel: I think for me it’d obviously be making top eight at Evo 2014 and conversely being the highest-placing American in BlazBlue that year. It was really very emotional, especially since I was going through a hard time in my life and the support I had from my close friends, the Washington scene, and people I had never met before was very uplifting. I’ve never truly felt such a large amount of people rooting for me until that day and it was a nearly indescribable moment.

M: Any parting messages to all the players reading this before we close out?

Nakkiel: Keep at it! Whether it’s BlazBlue, Guilty Gear, Persona, or Under Night In-Birth, keep playing your game and keep striving to get better. That’s where all the fun is, and I can safely say I would not be who I am today, I wouldn’t be where I am, if I had quit. My closest friends are from the fighting game community and, while there are some downsides, there are with everything, and I’m so happy I’ve stuck it out thus far.

IPT|Alden Demonstrates What Mu-12 Can Dish Out in BlazBlue: Chronophantasma EXTEND

BlazBlue: Chronophantasma EXTEND is now out on consoles which means that it’s once again time for many players to start hitting the lab.

Awhile back, we featured some new Valkenhayn combos by the Imperium Pro Team’s Gelo “McArthur” Morelos, and now his teammate, Alden Jacob, steps up to the plate with combos for Mu-12.

As with the previous video, the combos shown here are all practical and meant to be used in matches. That said, as this is Mu-12, a few of the longer ones do require some setup with her satellites, with the extension changing depending on their placement.

Source: Imperium

Top Players Discuss Transitioning to Mortal Kombat X, Emerging Strategies

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Even with a ton of experience in other fighting games, being a first-time Mortal Kombat player can be tough. Somewhere around your tenth consecutive online loss to a seven-year-old, you may even find yourself saying something like this:

“I don’t know, dude. I’m pretty good at Street Fighter, and I thought that would carry over to Mortal Kombat, but I just keep getting bopped and I have no clue what to do.”

Well, it’s great to have a background in Street Fighter, or any other 2D fighter for that matter, but that experience by itself probably won’t translate immediately to Mortal Kombat success.

So you have a killer 14,000-point Yun, or you win your Melee local every week, or you’ve been playing Super Turbo for, like, 30 years now, and that’s awesome. Perhaps these days, though, you’re finding it difficult to go five minutes in Motal Kombat X without having your character’s head separated, one way or another, from the rest of their body.

For those familiar with Capcom-style mechanics, veteran player and analyst Bill “VGP|Tom Brady” Menoutis explained, much of the Mortal Kombat X learning curve stems from its combo system and frame data having more in common with Tekken than Street Fighter.

“I usually find that 3D players have an easier time understanding the game,” he said. “Mortal Kombat’s frame data is built more like a 3D game. In Street Fighter, you have moves that are two frames, three frames, four frames, but these moves don’t exist in Mortal Kombat X. The frame data is very 3D-like, with six-frame jabs, eight-frame jabs, nine-frame jabs.”

“It’s weird,” Menoutis added, “Because you have a 2D jump speed, but a 3D attack speed. Jumping is very quick, but you’re still doing six-frame low pokes, and nine, ten-frame jabs, so it’s a little different. Most people coming from a 2D fighter are already looking for a combo system like Street Fighter. They’re not so much looking for, ‘Okay, what are my launchers?’”

Fatalities in Mortal Kombat, of course, are just glorified taunts. They don’t affect gameplay, but for the once-proud 2D veteran, they’re a reminder: this isn’t Street Fighter, and you’ll need to relearn some fundamentals.

But with the proper mindset, and some practice, players can make this transition rather quickly.

Marvel icon Michael “IFC Yipes” Mendoza is one notable player that’s taken the Mortal Kombat plunge in recent weeks. Shrugging aside fifteen years of Marvel vs. Capcom muscle memory, Mendoza now runs Sub-Zero and Takeda with confidence against New York’s best. And the learning process, he said, was painless. Despite having little prior experience with Mortal Kombat 9 and Injustice: Gods Among Us, he quickly felt at home with Mortal Kombat X.

“I liked the speed,” Mendoza said in a conversation with Steam Co. teammate and Mortal Kombat luminary Emmanuel “CDjr” Brito. “It was really welcoming. Once I transitioned to the pace of the game, it wasn’t really too hard to follow up.”

Meter

Even at the highest levels of Mortal Kombat 9, Team Razer’s Carl “Perfect Legend” White often found himself bored.

“I felt like there was nothing else I could do,” the back-to-back Evo champ said. “I could play crazy, but I wasn’t really trying to pay attention. It was all very autopilot.”

But the stamina system in Mortal Kombat X has largely made autopilot situations a thing of the past. Where characters could once apply safe, mind-numbing pressure, stamina now forces players to think proactively.

And White couldn’t be happier about it.

“As a player, it makes the game so much more interesting, because I’m managing all this stuff while I’m fighting,” he said. “I love that. It keeps me so engaged.”

Still, it could be easy for the Mortal Kombat novice to overlook the meter’s huge potential. Without paying close attention to stamina, players trying to learn the ropes will lose all day to run pressure, backdash escapes, and breakers they never saw coming.

“Hands down,” CDjr said, “Stamina is the most important bar in the game.”

Okizeme and Set Play

mkx-subzero-tallAt first glance, some of Mortal Kombat X’s mechanics may appear familiar to Street Fighter players. Often, though, the systems are significantly different. Delayed wakeup is one such vital mechanic.

The timing of a delayed wakeup in Ultra Street Fighter IV is uniform. Once the command is input, characters rise a steady 11 frames later than they otherwise would have. Street Fighter technicians quickly adjusted to this system, accounting for both possible timings with new vortex schemes.

In Mortal Kombat X, though, players can precisely control the moment at which they wake up. This flexibility, players agree, should prevent the rise of routine-but-effective set play.

This also gives way to interesting okizeme situations. Even though there’s no true parallel to the wakeup Dragon Punch and the few rough equivalents are meter-intensive and dangerous, players must still be careful in applying meaty pressure. If these attempts are mistimed against a delayed wakeup, they can be whiff punished by an on-reaction rise into a quick string.

“Normally, you feel overwhelmed because you just don’t feel like you have the tools to push back,” Menoutis said. “This game, basically, gives the entire roster the tools to push back. And when each character can bully the other, it comes down to fundamentals, spacing, footsies, reads, knowledge of the game. It comes down to who’s smarter, not who has the better buttons.”

“A myth I want to kill,” Brito said, “Is that when you’re knocked down, you’re done and you’re going to get opened up by 50/50s. No. If you know they’re going to keep going for 50/50s on your wakeup, just lay on the ground for a little bit. Let them finish their string, and then get up. It’s that simple.”

“It’s a weird situation,” he added. “Some people are complaining that you can’t do anything on wakeup. But I bet once people discover that you can stay on the ground, they’ll start complaining, ‘Oh, there are no real setups.’ But if you ask me, this is a beautiful thing, man, because now, there’s no brain dead oki, no brain dead set play, no brain dead 50/50. Now, everybody has to think, so you have to be really solid.”

“And there’s no Morrigan,” Brito laughed. “Nothing cheap like that.”

Rushdown and Keepaway

If you’re naturally the stretchy-limbed, max-range sort of player, take heed: dedicated full-screen zoning is not really a thing in Mortal Kombat X. Running straight-up nullifies many traditional keepaway patterns, and rushdown play, as Mendoza noted, also builds meter more efficiently. Even as the game continues to evolve, run-based high/low/grab pressure will remain a centerpiece.

“If you just want to zone in this game, you have to be really exceptional at zoning,” said White. “Right now, everyone’s complaining about Sub-Zero ice clones, but you can’t just ice clone all day and win. You have to actually kind of rush people down and push them into the corner. It’s not simple to just zone.”

“The game is a lot faster,” he added. “It doesn’t really cater too much to the runaway, ‘I want to shoot projectiles from across the screen’ zoning. I feel like it’s going to cater more to the Street Fighter zoning where you have Bonchan, with Sagat, throwing Tiger Shots, but he’s not really sitting across screen. He has to move around first, he has to keep his spacing correct. Because if he throws one bad Tiger Shot, he’s done.”

“It’s going to be very common to see someone run up to footsie range and grab, because it’s so quick,” White continued. “It’s going to be so hard to keep someone out. Characters have teleports, of course they can run. They might have other movement options like full-screen parries.”

Rushdown was intentionally emphasized in Mortal Kombat X, Menoutis said, in part because viewers are more attracted to fighting games with a quick pace.

“The NBA can’t exist without money, and it’s the same thing for professional fighting games,” he said. “To do that, you have to go with what people want to see. Gone are the days of super lame-out matches. That doesn’t sell anymore, the same way 0-0 football ties in the freezing cold don’t sell tickets. You have to build a product that’s consistent for the high-level player, but is also equally rewarding to the guy saying, ‘I’m not playing the game, but I’m willing to pay my money to watch it played.’ And Mortal Kombat X really hits that nail on the head.”

Even slow characters like Ferra/Torr, he said, have tools to deal with keepaway tactics.

In the absence of Street Fighter-style vortex setups and Marvel-style bullet hell zoning, cleanly-strung 50/50s will remain vital to any effective player’s arsenal. Most early character standouts are valued for their ability to combine a solid 50/50 game with heavy damage potential and reset opportunities.

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Variations

Street Fighter III: 3rd Strike players might at first approach Mortal Kombat X character variations by asking, “Which of these is the best?”

Similarities between Street Fighter III’s super arts and Mortal Kombat X’s variations, though, are sparse. You’ve got three options to choose from, and the choice is made at character select.

But comparisons pretty much end there. And few decisions, if any, are 3rd Strike Ken-level slam dunks.

“Variations actually add a lot of layers to the meta,” Mendoza said. “It does amplify certain matchup situations, and it gives a lot of flavor to the characters.”

A few variations, early on, have become overwhelmingly popular (Sub-Zero’s Grandmaster, for instance) but Mendoza and Brito predict that sharp players will eventually gravitate away from the one-variation approach. In high-level Mortal Kombat X, they said, mastery of multiple variations will become essential.

“For some characters, there’s always going to be that favorite variation,” Brito said. “But sometimes, you’ll encounter a character that’s going to force you to pick another variation. I don’t think there’s going to be a variation that will be able to completely deal with everything.”

“100 percent,” Yipes agreed.

Tiers

Those hoping to simply pick a top tier, learn a combo or two, and dominate will be sorely disappointed. There is absolutely no S-tier consensus among Mortal Kombat experts, and while this is partially due to the game’s youth, top players believe the roster will enjoy a remarkable degree of long-term balance. Variation-based counterpicking, a vast but still mostly uncharted aspect of the game’s strategy, has made it even more difficult for players to predict which characters, if any, could become dominant.

“The game is still very new, and I don’t want anyone crying nerfs, because I feel like everyone can find a way to overcome matchups at some point,” White said.

With that in mind, series newcomers are afforded the freedom of picking any character they may find intuitive or compelling. Absent, too, is the pressure to choose from a shortlist of tournament-viable powerhouses.

While it may at first seem like a complex undertaking, jumping into Mortal Kombat X is, fundamentally, quite simple. Learn your matchups, keep a critical eye toward the game’s mechanics, and you’ll have mindless spammers ragequitting in no time.