Lend a Hand at Evo 2015 by Becoming a Judge

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As with any tournament of its magnitude, Evolution is always in need of volunteers to support the main staff, and this year’s event is no exception.

In order to bolster their numbers, the organizers recently opened an application for community members who want to help run brackets. All you’ll need to do is visit the registration page and fill out the form. Past tournament-running experience is a plus, as those chosen will need to guide players through the early portions of the world’s largest fighting game competition with as few hitches as possible.

Judges are set to be fed lunch and dinner throughout the weekend and provided exclusive shirts that denote their importance. Furthermore, those who lend a hand at Evo 2015 will be given early entry into the ballroom on finals day to avail themselves of special priority seating.

Evo 2015 is scheduled for July 17-19 in Las Vegas, Nevada. More details can be found through the official website.

Pikachu’s Custom Moves Allow for Infinite Combo in Super Smash Bros. for Wii U

While the custom moves in Super Smash Bros. for Wii U have been theorized to provide a balancing effect to the base game, it was only a matter of time until folks discovered something crazy for one of the title’s many Nintendo mascots. These additional special attacks bring a wide array of new mechanics to each cast member, and a particular combination apparently grants Pikachu its very own infinite.

Like many things in Smash, this combo comes with a variety of stipulations. First off, players will need to equip Pikachu with Thunder Wave and Meteor Quick Attack, replacing its regular neutral and up specials respectively. Also, depending on how much rage the Pokémon has built up and the character being attacked, the opponent needs to be in the sweet spot of about 40%-60% damaged.

Once these conditions are met (and you manage to catch the other fighter in this particular setup), the magic can begin. My Smash Corner recently released a video demonstrating how this infinite can be started and maintained, with very detailed instructions for all you budding Pikachu mains out there.

It should be noted that these particular custom moves are never combined in any of the official Evo 2015 loadouts, so it’s very unlikely we’ll see this infinite performed on this year’s big stage.

That being said, look for it to make appearances at other Smash events throughout the year, as this powerful technique has the possibility of boosting Pikachu’s standing if folks find it convenient enough to replicate.

Source: My Smash Corner

Mortal Kombat X Update Adjusts Shinnok and Sub-Zero, Gives Takeda New Move

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Although it’s been out for less than a week, NetherRealm Studios has already released a patch for Mortal Kombat X. The ver.1.02 update fixes an issue regarding throws and applies some changes to Imposter Shinnok, Grandmaster Sub-Zero, and Shirai Ryu Takeda.

Additionally, Ronin Takeda has been granted a new move that brings his sword back without having to perform an attack.

The full patch notes can be found below, so be sure to check them out and let us know what you think.

  • General – Throws (regular or command grabs) will no longer sometimes connect on a grounded reacting opponent off a counter hit
  • Shinnok (Impostor) – He can now control the location of a stolen Goro Stomp.
  • Sub-Zero (Grandmaster) – Combos on a grounded opponent frozen by the Ice Klone will now scale properly.
  • Takeda (Ronin) – Added a new move “Quick Kall” (Down, Towards, Front Punch) which quickly returns a dropped blade without doing an attack.
  • Takeda (Shirai Ryu) – He will now always teleport to the other side when doing the Air Shirai Ryu Port

Apart from the balance adjustments, this update also added a free Sub-Zero skin that dresses the ninja up in one of his classic outfits as well as previews for the first round of Kombat Pack alternates–Pharaoh Ermac, Vampiress Mileena, and Kraken Reptile–all of which have been included in the following gallery.

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Source: NetherRealm Studios via Test Your Might

Stunfest 2015 Ultra Street Fighter IV Japan Online Qualifier Streaming Live

Today, YUBIKEN will be streaming an Ultra Street Fighter IV online qualifier for the upcoming Stunfest 2015 in Rennes, France. The grand prize? A trip to Stunfest this May. Some strong Street Fighter players will be participating, including Itabashi Zangief, Kyabetsu, Shiro and more, so if you want to catch the event, check YUBIKEN’s Twitch channel.

Watch live video from yubiken on www.twitch.tv

Watch live video from mie_sf4 on www.twitch.tv

Source: YUBIKEN, mie_sf4

5th kiwami Ultra Street Fighter IV 5on5 Tournament Streaming Live from Kyoto, Japan

In celebration of the first anniversary of Ultra Street Fighter IV’s arcade release, neo amusement space a-cho in Kyoto, Japan is hosting the 5th kiwami 5on5 tournament. Tarezou, Score, dath, KoujiKOG, Hirarin, Kindo, Rokkun, Gonzalez, Meu, Gachi-kun, Storm Kubo, Furikuri, EBI, Tetsuco, kai, Jeppa, Kitasenju DJ, Katakana de Aoki, KARU, Muscle Kingdom, Uryo, 666, wao, Sabo☆Hani, 6, YHC-Mochi, Shimauta, aiai, YOSSAN, Dogura, Haitani, Hishou, MDR and Kindevu are just a few names you might see in this 54 team, 268 player event.

If you want to tune into the action, you can head to a-cho’s Ustream channel, or watch below.


Broadcast live streaming video on Ustream

Source: a-cho

Donjon Network Streaming High-Level Melty Blood Replays from a-cho’s Transcendental Orchestra Qualifiers

It’s been awhile since most of us have gotten to sit down and enjoy some high-level Melty Blood matches, but it’s about that time of year for it to roll back around.

Transcendental Orchestra is a national 3v3 tournament that holds qualifiers at various arcades across Japan, all leading up to the finals on May 5. Many strong players who we don’t get to see very often come out to participate, and last year it was one of the best events to catch if you wanted to see strong Melty Blood play.

The qualifiers for the tournament have been taking place over the past few months, with various footage being available to watch online. SilentShinobi and MakotoScrub have decided to have some fun tonight over on Donjon Network, and are casually streaming some of the more recent qualifying matches from a-cho. It’s sure to be a good, probably loud time, and provide entertainment for the whole family, so do your best to tune in!

Watch live video from DonjonNetwork2nd on www.twitch.tv

Source: Shinobi

Famitsu Interviews Goro and Dora About the Current State of BlazBlue, Playing to Improve, and More

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A few days ago, Famitsu published interviews with two of Japan’s most celebrated BlazBlue players, Goro and Dora. The former has been a very strong Makoto player going all the way back to the Continuum Shift era and has made appearances in many national tournaments. The latter is an American fan-favorite most known for his play with Bang who placed third at Evo 2014. He has traveled overseas on occasion with the help of Team St1ckbug, and is now sponsored under Team Black Eye.

During their discussion, they touched on a large number of topics, including the Japanese BlazBlue scene, ways to improve and play better, and opinions on the current game’s balance. We recently reported on their personal character rankings, but far more interesting than are their individual thoughts on approaching the game and how they interpret Chronophantasma in its current form. When asked about the game, both players had unique insight on how it plays:

Famitsu: It has been some time since this version came out in the arcade.  How does the game feel to you?

Goro: With this version’s Makoto, it’s no longer the case that you can’t be touched by your opponent, so that alone makes it fun (laughs). The fact that I too will get a turn on offense makes it really fun. If I get a turn on offense and still lose in spite of that, I can think ‘I didn’t play well’. Against Tager and Hakumen, who I am particularly good against, my win rate is very strong and I am confident. I can take my time to look at my opponents position, and have plenty of time to think about what I want to do. I favor these kinds of slow space matches. Even if Tager and Hakumen want to speed up the match, they can’t, so I can play calmly.

Famitsu: On the other hand, are there any characters you are weak against?

Goro: My win rate is particularly bad against Tsubaki. Tsubaki is quick, so it’s hard to have a slow-paced match. Also, I often get counter hit by her followups that are available on whiff (laugh).

Famitsu: It has been some time since this version came out in the arcade. How does the game feel to you?

Dora: A difference from the previous version is that defensive tools have been made weaker.  Fewer characters can expect high damage from a reversal, or to maintain a good situation afterward.  As a result, if you don’t have strong defense, it’s hard to win.  The competitiveness of the game has risen, and of the players that used strong characters and won, we know now which one of them were ‘real’ so it’s an interesting version. It’s a game made for hard workers so it’s worth a look.

Famitsu: Do you have any characters you are strong or weak against?

Dora: I don’t like Taokaka, Kokonoe, and Kagura. All of them have strong low-profile moves, and are often crouching in neutral.  Even if Bang lands a jump attack on them, since they’re crouching the return is low. In particular, vs kokonoe, 3C’s reach is long and on hit the return is large. Just using that a lot makes it difficult. Arakune is also difficult for me.  Bang’s 5D no longer guards against overheads, so it’s difficult to anti-air on reaction. Even if I use 2D, if f of g is used, it doesn’t matter where I teleport, I’m guaranteed to get hit. If the land from jump attack and use overdrive I’ll lose too. Honestly, I think this matchup is rather helpless.

Both players ultimately come away with their own individual perspectives on the game, but some common ideas are shared among the two. It’s worth noting how they approach the ideas of matchups and go about learning them.

Next, they were both how they practice and what they value in seeking to improve:

Famitsu: What kind of things do you do to practice? (training mode, etc.)

Goro: Excluding when I am actually playing, little. Finding new combos or thinking about setplay is something I am not suited to, so that use of training mode is something I avoid.

Dora: Arcade training mode doesn’t allow you to change how the dummy techs, so I don’t practice okizeme. Combo practice, Setplay research, and personal practice are what I do. Also, checking that I am holding the stick properly. In the winter, My hands get rough and I end up using band-aids, and that can influence how I handle the stick or my form. As a result, I can end up not being able to stand up for overheads. Actually, this came up at tokaigi too. My hands still aren’t fully recovered right now, so this is what I prioritize the most for personal practice.

Famitsu: What’s the trick to becoming good at BBCP?

Goro: The most important thing is that even if you cannot win, you tolerate it and put more money in the machine (laughs). Taking opponents of the same level, slightly above level, and significantly above level and saying ‘Today I’ll spend money on people of this level’, as your way of practicing, should provide a nice variety and work well.

Dora: This is the trick to all fighting games, but I believe it is how to communicate with other players. If you want to figure out why you lost, but you don’t know how, or simply playing your own way without any input, there’s only certain parts of the game you can become good at.  Even if you are weak at the beginning, exchanging opinions with various people is good. 2 brains are better than one. Communication is important!

An interesting component of both these questions is actually the cultural differences between how Japan plays versus the rest of the world. They play in arcades, and arcade training mode is limited and makes them have to approach practice in a different way.

It also marks a part of Goro’s answer, where he states you have to be willing to lose money against stronger players to improve. Each time you lose and decide to play again in an arcade, that’s another one hundred yen gone, but you do learn from each loss. Additionally, Dora’s emphasis on communication is a good follow-up to Goro’s answer–the need to not only play strong players but be able to communicate ideas with them is a key component to fighting game improvement.

There are a few more questions included in the rest of the interview, so we encourage readers to check them out in their entirety, either by visiting Famitsu or heading over to Dustloop to see them translated into English.

But before we end, we’ll leave you with their final words:

Famitsu: A comment for the readers, please!

Goro: BB is a game, and I think it’s best to have fun while playing it. For me, that ‘fun’ is hard to identify, but, given that there is winning and lose, I want to win. Recently, I’m more often having matches that I win, but I’m not satisfied with the contents of the matches and am thus not happy. That kind of ‘how do I want to win, or did I win how I should have?’ experience is good too. At any rate, please find your way to have fun playing!

Dora: Shinjuku Sportslands has 8 nesica cabs running. Come play!

Source: Famitsu, special thanks to Errol for providing translations.

Modders Discover Method to Play as Rain, Baraka, Tanya, and More in Mortal Kombat X

We’re not even a week into the life of Mortal Kombat X and modders have already figured out how to make the handful of characters exclusive to the game’s story mode into playable fighters. These characters include Rain, Sindel, Baraka, Tanya, and the Klassic Tower final boss, Corrupted Shinnok.

As you watch the videos below, you’ll see that the story mode kombatants have maintained a good deal of their moves from previous Mortal Kombat titles. They are, however, devoid of variants. You will also notice that their names, displayed just below their health bars, show as Shinnok; this is due to the method by which these characters were taken from one area of game’s files and moved to another in order to allow them to be playable.

Below, we’ve embedded videos that show quick glimpses at each of these fighters in action.

Source: XVermillion and RajmanGaming HD via IPLAYWINNER

Iron Galaxy Studios Highlighting Killer Instinct’s Cinder with Live Stream

The folks at Iron Galaxy Studios are ready to show off more of upcoming Killer Instinct content with yet another stream. In addition to providing our first footage of returning fighter Cinder, they are sure to drop a ton of information on the community over the course of the next hour, including details on future balance changes, previews of costumes, and more depending on how many viewers they reach.

Their stream is live below, but you can also visit Twitch to join the chat.

Watch live video from IronGalaxy on www.twitch.tv

Source: Iron Galaxy Studios

CLASH Tournaments Begins the Long Journey to Uncovering Every Change in Super Smash Bros. for Wii U’s Latest Patch

For reasons that we’ll likely never understand, Nintendo isn’t exactly fond of releasing detailed patch notes when they update Super Smash Bros. for Wii U and 3DS. As with any post-release update to a fighting title, most of the changes that occur are rather small, but these little differences could end up costing unsuspecting players a match at the highest level of play. With the game now at ver.1.0.6, we may or may not have seen some drastic changes to any or all of the characters in the game. What a weird thing to say.

Luckily, Mark “Chibo” Korsak and the rest of the CLASH Tournaments crew are dedicated to figuring out everything they can about how each individual character has or hasn’t changed in these patches. This is a grueling process that involves hours of side-by-side comparisons through the use of a handmade device that allows one controller to send inputs to two different copies of the game at once–one with the patch, one without. Each video runs about ten minutes, and with a roster this size, that’s a lot of time that could be saved with full-disclosure from Nintendo.

You’ll find the patch note playlist below, beginning with the Mario breakdown. So far there are nine videos in total, but more will be added as they are completed, so keep checking back.

Source: CLASH Tournaments