My Smash Corner Teaches How to Counter Projectiles in Super Smash Bros. for Wii U

Projectiles in any fighting game can be frustrating, especially to newer players who may not yet understand how to apply tools designed to deal with them. Long-range attacks in the Super Smash Bros. series have always been a little bit different due to the fact that there are not only traditional fireballs like Mario’s, but also items like Peach’s turnip and Link’s bomb, both of which act in a very different manner.

In the video below, My Smash Corner discusses the various methods of combating this sort of playstyle. These tips range from how to go about effectively snagging certain items out of the sky and using them to your own advantage to properly applying power shielding.

If projectile spam has been getting you down, this video will help you get back in your opponent’s face.

Source: My Smash Corner

Catch All the Latest Guilty Gear Xrd -SIGN- Changes Live from Tokyo’s Mikado Game Center

Today marks the release of the latest Guilty Gear Xrd -SIGN- patch in Japanese arcades, and it’s a big one. In addition to adding previously console-exclusive characters Sin Kiske, Elphelt Valentine, and Leo Whitefang to the playable roster, it also brings with it a whole host of updates to the gameplay mechanics and overall balance.

While Arc System Works has released tentative compilations of the changes being made to the fighter, we’ve yet to see a complete and final roundup of the adjustments they applied. Fortunately, community member Jonio has got us covered with yet another live stream from Mikado, a prominent game center located in Tokyo.

For a live look at players testing out the new update, tune in below or head on over to Twitch to join the chat.

Watch live video from Joniosan on www.twitch.tv

Source: Jonio, special thanks to Anarcki1, James Chen, and mynus for bringing this to our attention.

Next Level Battle Circuit #113 feat. Ultra Street Fighter IV Streaming Live

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This week’s installment of Next Level Battle Circuit is now streaming live courtesy of Team Spooky’s Arturo Sanchez. As always, the event is being broadcast from its namesake, Next Level Arcade, in New York City. Tonight, they’ll be running Ultra Street Fighter IV, featuring some of the best players on the east coast.

In addition to the usual talent, a strong Japanese player by the name of Lingo will be in town to test his skills against the local competition. As the fifth-ranked Gouken in arcades (as of Janury 23’s update, at least), he’s sure to add another layer of intensity to the proceedings.

If you would like to check out these weekly tournaments, be sure to head on over to Next Level Arcade and take part every Wednesday. The address has been included below.

4013 8th Avenue
Brooklyn, NY 11232

The stream is currently live below, but you can also visit Twitch to join the chat. Full brackets will be made available through Challonge.

Watch live video from nycfurby on www.twitch.tv

Sources: Team Spooky

NetherRealm Studios Teases Appearances by Takeda, Mileena, and More During Next Mortal Kombat X Broadcast

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The folks over at NetherRealm Studios have announced that they will be conducting yet another installment of their Kombat Kast streams tomorrow. As with past shows, this one will focus on new Mortal Kombat X details, and it appears as if they have some very juicy stuff in store.

According to the “whips, sais, and a little surprise” tagline attached to the news, we can only surmise that we’ll finally see some footage of newcomer Takeda Takahashi (Kenshi’s son, for those of you out of the loop) and Outworld rebel Mileena–outside of the content-heavy story trailer, that is.

That being said, the whip comment could also be an allusion towards Sindel, who uses her hair much like the striking weapon and was also seen in the aforementioned trailer.

Of course, creative director Ed Boon couldn’t help but get his own teaser in as well. He took to Twitter shortly before the announcement was made to mention that a brand new “-ality” finishing move will be revealed during tomorrow’s broadcast as well. What exactly he’s referring to is anyone’s guess, but he’s already struck down the return of Mortal Kombat 3’s Animalities.

The stream will be live at 3 PM CDT (1 PM PDT, 4 PM EDT, 8 PM GMT), so be sure to tune into Twitch to catch all the new details as they arrive.

Sources: NetherRealm Studios, Ed Boon, special thanks to Insider2000 and Haketh for contributing their Mortal Kombat knowledge.

Smash @ Xanadu feat. Super Smash Bros. Melee, Super Smash Bros. 64 Streaming Live

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The folks over at VGBootCamp recently went live with another installment of Smash @ Xanadu from Xanadu Games in Baltimore, Maryland. These weekly broadcasts provide a great look at the region’s Smash community, and tonight’s installment will feature competition in Super Smash Bros. Melee and Super Smash Bros. 64.

If you’re interested in some Smash Bros. action, be sure to tune in. The stream is live below, but you can also head on over to Twitch to join the chat.

Watch live video from VGBootCamp on www.twitch.tv

Source: VGBootCamp

Move Over, Jason Voorhees; Five Guest Characters We Want to See in Mortal Kombat X

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Guest characters are far from a new concept in fighting games. Soulcalibur II brought in folks like Tekken’s Heihachi Mishima, Legend of Zelda protagonist Link, and even Spawn depending on which console you preferred; Dead or Alive continues to keep the hopes of Virtua Fighter fans alive by allowing them to play as Akira Yuki, Pai Chan, and more; and 2011’s Mortal Kombat featured Freddy Krueger from the Nightmare on Elm Street franchise to terrorize an already horrific cast.

NetherRealm Studios revealed just last week that they are planning to continue that tradition in Mortal Kombat X, introducing Friday the 13th mainstay Jason Voorhees (pictured above) to offer Scorpion, Sub-Zero, and Cassie Cage the same treatment he’s given Crystal Lake campers over the years. But a recent tweet from the developers got us thinking: what other guests could the upcoming fighter benefit from including?

What resulted was a group of characters even the notorious Ed Boon would find preposterous. Please enjoy.

Cthulhu, from H.P. Lovecraft’s “The Call of Cthulhu” (and all sorts of other stuff)

srk-cthulhuThis cosmic horror of Lovecraftian lore has been in its fair share of video games, movies, and other media over the years, and even has a tabletop roleplaying game dedicated to it.

When placed within a fighting game, this “dragon squid” would likely be a zoner with the ability to fly, in spite of how tiny its little baby wings are. The flight would likely be limited in a manner similar to what Painwheel deals with in Skullgirls; it’d be slow, weird to maneuver, and subject to a maximum height. The ruler of R’lyeh would also be equipped with all sorts of projectiles on par with what Martian Manhunter brings to the fight in Injustice: Gods Among Us, as well as a handful of powerful normals akin to Chun-Li thanks to its tentacles.

The problem with trying to represent something so devastating, so unexplainably powerful and confusing in video games—or any other media, really—is that as soon as the creature takes shape, we can at least sort of begin to comprehend what it is. Much of the horror surrounding Cthulhu and the pantheon (pantheon may be a stretch, but we’ll go with it) of Lovecraft’s mythos comes from the mystery that surrounds the creatures in question.

The team at Extra Credits did a great piece not long ago covering this topic, and, as they suggest, in order for this shambling monstrosity to make it on to the roster, it needs to be armed with something that will be able to instill the sort of fear and utter helplessness that the beast conjures through some form of game play mechanic.

With this in mind, we proudly propose the “Non-Euclidean” variation. This form draws inspiration from the shapes encountered in the interior of the lost city of R’lyeh. When in Non-Euclidean mode, one of Cthulhu’s psionic projectiles exudes an aura of confusion which, after making contact with an opponent, results in the same sort of button mix up that the panic ailment causes in Persona 4 Arena.

There’s no question that access to such a frustrating mechanic would see rapid tournament bans, but I don’t want to fight Cthulhu, do you?

No, no you don’t.

The Headless Horseman, from Washington Irving’s “The Legend of Sleepy Hollow” (and, again all sorts of other stuff)

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c/o Grivetart

What roster full of menacing badasses is truly complete without this guy? Back in the early 1800s, he terrorized readers with his ghastly image and he’s been inspiring creative media ever since.

Obviously, he shouldn’t be mounted in every variation (note: I did say every), so when he’s without his mount, I’m picturing a man in a suit of dark ceremonial armor, but without a helmet—which I guess is a given. He’d grip a large, flaming sword in one hand and his severed head, complete with eyes rolled back and maybe a little bit of fresh blood still dripping from it, would be cradled lovingly in his other arm.

The Headless Horseman would likely be a sort of bruiser-style rush down character. His mix up potential would be lacking (more on that in a minute), but he would make up for it with massively damaging, long-reaching normals and a set of high hitstun specials that work to insinuate fear while lengthening his combos. He would also be able to throw his head to create frame traps akin to what Cody does with Bad Stone in certain situations, and it’d be decent at dealing with other projectiles, though would likely incur heavy recovery frames so cranial chuckers would need to mind their timing.

As far as variants are concerned, Keep your Head On! mode would afford the rider access to the independent control of his disembodied head through the use of negative edge in a style similar to Guilty Gear’s Eddy or, perhaps more appropriately, Ms. Fortune from Skullgirls. This would allow him access to superior mix up options and possibly even unblockables, depending on how unfair the character needs to be.

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Jaws, from the movie of the same name

Right now you’re thinking, how can we honestly have a shark in the game like this? and to that I say, “Don’t worry about it. We can iron that part out later.” The important thing to consider is the sort of playstyle that a shark would bring to a 2D fighting title. He’d be aggressive, he’d be lethal, and he’d probably have a weird detriment where he’d incur some sort of negative effect on himself if he decided to stop moving…or maybe his back dash would just be terrible.

His attacks would be short-ranged, but his combos would likely be long. He’d also probably have a sort of command grab to keep things extra interesting. In order to help him get in, Jaws would have a charge attack of some variety—probably something along the lines of what Bane has in Injustice: Gods Among Us, or even something like Kabal has in previous Mortal Kombat titles. This move could also pass through opponents and offer left/right mix up opportunities.

For variants, we’d like to offer up Blood in the Water, which causes the movie star shark to no longer suffer hit stun for the duration of his charge attack, and this hit stun immunity would continue for a brief period after the charge attack ends in order to give him an easy opportunity to get combos started against overzealous opponents.

Another possible variant, We’re Gonna Need a Bigger Stage!, could vastly increase Jaws’ hitbox, reach, and damage output at the cost of a drastic decrease in speed. This mode would likely require that he play a more defensive game and stick to command grab punishes and other similar tactics in order to win.

Ashley “Ash” Williams, from the Evil Dead franchise

srk-ashwilliamsThough they definitely tread the line between mainstream and cult classic, the various properties that make up the Evil Dead franchise are a mainstay for fans of the horror genre. Telling the story of a regular dude who has to do battle with evil spirits while visiting a cabin in the woods with his friends, the gross-out factor incorporated through out each film would perfectly fit into the Mortal Kombat universe as it currently stands.

Ash would be an interesting departure from Mortal Kombat X’s variation system, however, in that there would be very little overlap between his playstyles. Each one would be based on his appearances in the three classic Evil Dead films, showing his progression from S-Mart employee to the Deadite-slaying Hero from the Sky.

To highlight his beginnings in the first Evil Dead, Ash will likely utilize a number of “accidental” attacks in one variation, similar to Phoenix Wright from Ultimate Marvel vs. Capcom 3. Dodging his possessed friends is hard work, so he’d likely have very little time for actually staving off attacks from his opponent. His gameplay here would revolve around hit-and-run and other avoidance tactics, necessitating some smart movement in order to make sure his loved ones make contact with the Mortal Kombat cast instead of him.

The Evil Dead 2-based variation would allow Ash to engage in direct combat thanks to the chainsaw that replaces his possessed hand. Due to the ferocity of the weapon, attacks that make use of it could possibly deal increased chip damage, forcing opponents to avoid being locked down as often as possible. To further emphasize this facet of his gameplay, Ash would also be able to make use of the severed hand à la Felicia’s Kitty Helper to keep his foes in one place.

And finally, Ash further transforms in his last variation, based off Army of Darkness. Instead of a chainsaw, he would make use of a metal gauntlet and his “boomstick” (read: shotgun) to deal out damage. While his main goal would be to keep opponents at bay with the long-range firearm, the gauntlet should give him access to a number of hard-hitting, though ultimately quite clumsy, melee attacks.

Xenomorph, from the Alien franchise

srk-xenomorphWell, this one is a no-brainer. One of the most terrifying species in all of cinema, the Alien franchise’s Xenomorphs are quite literally killing machines. Armed with incredible strength, a sharp, whip-like, tail, acidic blood, and a host of other characteristics pulled directly from my nightmares, these creatures are capable of dishing out ridiculous amounts of harm even to the most resilient of fighters, which obviously makes them a perfect fit for the Mortal Kombat universe.

Due to the iconic nature of their battle capabilities, the playable Xenomorph in Mortal Kombat X would feature many of the same tools across its three variations: claws for mauling up close, the aforementioned tail for some long-range damage, and of course that weird, tiny, secondary mouth for use during some nasty throws.
One variation, however, could possibly revolve around the idea of acidic blood, allowing the Xenomorph to either harm itself, slathering its body in the blood or coating its claws for a boost to offense. This fighting style would also give players the opportunity to set up harmful zones on the battlefield that opponents would need to steer clear of, lest they incur even more damage.

Returning to the idea of throws, another variation would give the Xenomorph access to a variety of grapples, using its maneuvering to close the gap between it and the opponent and force them into hard-to-counter mixup situations. As grabs don’t appear to be part of their repertoire throughout any of the movies I’ve seen, this could perform an interesting twist on the typical grappler archetype by turning them into a speedy but low-damaging force that still needs to be respected when up close.

So, what do you think? Could you see any of these folks playable in Mortal Kombat X, or are we completely off the mark? Sure, there’s very little chance any of them actually make it into the game, but it’s a pretty fun exercise when a developer like NetherRealm Studios doesn’t take themselves too seriously and branches out into other mediums for cast members.

Let us know who you would like to see join the Mortal Kombat X cast as a guest character in the comments below.

Combo Breaker’s Killer Instinct World Cup Qualifier Given $1000 Pot Bonus

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News recently broke that Combo Breaker, the spiritual successor to Ultimate Fighting Game Tournament in the Midwest, will act as a premier qualifier for next year’s Killer Instinct World Cup, giving its first place finisher automatic entry into the high-level bracket. But it looks like future prestige isn’t all they’ll be able to look forward to.

According to World Cup organizer Brandon Alexander, the Killer Instinct community has rallied together to provide an additional $1000 to the game’s prize pool at Combo Breaker, to be split among the top eight players. Additionally, Alexander’s venue Ultra Arcade will be handing out tee shirts to the game’s first fifty entrants.

This development is the latest to boost Combo Breaker’s profile, and another sign that the Killer Instinct community is definitely capable of holding up their scene without outside support. Godspeed!

Combo Breaker is scheduled for May 22-24 in Rosemont, Illinois. More details and registration information can be found on their official website.

Source: Brandon Alexander

Ultra Street Fighter IV Netcode Changes Implemented in Steam Beta Client

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Though its release on PC gave players yet another platform to hone their skills on, Ultra Street Fighter IV’s arrival on Steam was greeted with a number of issues, chiefly poor netcode that made it difficult to participate in online matches without it becoming a stuttering mess.

As part of their continued efforts to correct these problems, the folks over at Capcom recently implemented some brand new netcode changes in the Steam Beta client. While not part of the main game yet, following a few simple steps should give fans the opportunity to check out the updates they’ve made and provide feedback.

For more details on how to access the beta client, check out the official announcement here.

Source: Steam via r/StreetFighter

BE|Kane Blueriver Highlights the Secret Behind Haggar’s Lariat Assist Mixup in Ultimate Marvel vs. Capcom 3

It’s likely that most players who have faced off against Haggar in Ultimate Marvel vs. Capcom 3 are already familiar with this occurrence – while trying to crouch Haggar’s lariat assist, they find themselves inexplicable getting hit despite the fact that it should whiff against crouching characters.

Now, in a new video, The Black Eye’s Kane Blueriver explains why Haggar’s lariat assist lands in this specific situation. When crouching characters are crossed up, they go into an animation that raises their hurtboxes for a few frames. This is why moves that would normally whiff on crouching characters, such as Haggar’s lariat, can hit them during this small time frame.

While this may be common knowledge to some, it’s an invaluable piece of information for those just starting out with the game. Give the video below a spin and see if you can gain more insight into how to deal with this powerful assist.

Source: Kane Blueriver

UltraChen TV Streaming Live – SXSW Gaming Fighters Invitational, Nine States Tournament 2015, 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 SXSW Gaming’s Fighters Invitational, Nine States Tournament 2015, Evil Geniuses’ Momochi, 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