Marvelo Shares Some Odds and Ends for Ultimate Marvel vs. Capcom 3’s Strider Hiryu

When you’ve been cranking out quality Ultimate Marvel vs. Capcom 3 videos for as long as Marvelo has, it’s only reasonable that there would be some odds and ends that never quite saw release. If you’re not familiar with Marvelo’s past contributions to the game’s knowledge base, these “leftovers” might come off as less-than-useful, but as soon as the footage starts rolling, you’ll find that that couldn’t be further from the truth.

As this is a collection of various combos, raw tags, and other general tech gathered over a long period, you can expect to see a good amount of character representation. Zero, Dormammu, Doctor Strange, Doctor Doom, Frank West, and Dante all make the cut and team up with Marvelo’s signature Strider to bring this reel to life.

Check out the video below and let us know what you learned!

Source: Marvelo

AfterDeath Protects Ultra Street Fighter IV’s Russian Skies in Olympic Gaming’s Latest Player Spotlight

Olympic Gaming’s most recent Ultra Street Fighter IV player spotlight centers on AfterDeath, a top Zangief player from the world of ranked matches. In the footage, AfterDeath takes on some of the top-ranked players for their respective characters including AG|Native Impact’s T. Hawk and Jazdero’s Ibuki. The unique approach that a grappler is forced to take in some of the featured matches shows AfterDeath’s ability to go full-on aggressive or play a slower, counter-poke centered game depending on the given situation.

As with other entries in the Player Spotlight series, you’ll find a brief text-based interview in the video’s description. The questions cover all of the basics: hobbies, place of origin, and secondary characters to name a few.

AfterDeath claims two alts–Fei Long and Sagat–but prefers sticking to Zangief unless he’s learning a character to gain the upper hand in a troublesome matchup, which is always a good idea and something we should all strive to do to broaden our understanding of any other fighting title.

Source: Olympic Gaming

Tune Into Tekken Crash Returns Later Tonight for Your First Look at Tekken 7’s Shaheen

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Tekken Crash…wow, it’s been some time since we’ve heard that name. As Tekken Tag Tournament 2’s tournament support dwindled over the past few years, programs dedicated entirely to the popular series went the way of the buffalo as well, but that’s all going to change thanks to Tekken 7.

Later tonight, Tekken will once again find a home on television via the aptly named Tekken Crash Returns. Twelve of South Korea’s strongest competitors (split into four teams of three) are set to make appearances at Nexon Arena in Seoul to compete in the seventh mainline installment of Bandai Namco Games’ long-running franchise.

Some of the players you can expect to see include Knee, Help Me, Chanel, JDCR, and Saint.

Not only will Tekken Crash Returns give the greater community its first look at high-level Tekken 7 play, the show will also mark the debut of newcomer Shaheen, the Saudi Arabian cast member revealed by Katsuhiro Harada last month. Very little has been divulged regarding the character besides his appearance, so don’t miss out on this opportunity to see what he’s all about.

Tekken Crash Returns is scheduled to begin at 4 PM KST (or 11 PM PST, 1 AM EST tonight). Fortunately, access to Korean airwaves won’t be required thanks to an official online broadcast through YouTube. Bookmark the stream below and get ready for the next battle!

Source: Avoiding the Puddle

Ask a Ryu Player: How do you start a fighting game scene?

Editor’s note: This article was originally posted on Patrick Miller’s personal blog, but he has graciously given us permission to repost it here on Shoryuken. It’s an informative, funny read, so if you want to see more of this column in the future, let him know!

First off, I play Ryu and that means I can read minds, so I figured I’d take a shot at writing an advice column. Today’s topic is: how do you start a scene? I don’t really have to worry about this because I mostly just travel around fighting the world’s strongest nerds, but sometimes I stop over in some boring town somewhere and I’m disappointed when I can’t find anyone who is willing to let me sleep on their couch in exchange for a few hours of Super Turbo Ryu mirrors. So, here is some advice for future Ryu players/Evo champs living in Scrubsville.

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Step 1: Are you SURE YOU CAN?

Every fighting game local community origin story starts with something like a group of people meeting each other in an arcade somewhere and forming fast friendships in the heart of battle. This still happens, except arcades are dead, so it’s kind of unlikely.

Fortunately, fighting games are bigger than ever, and we have a lot of excellent tools at our disposal to bring people together. Seriously, just check your local Craigslist for a whole bunch of awesome perverted stuff — if those people can find love on the Internet, you shouldn’t have any problem finding someone to play anime games with you. (Unless you play Arcana Heart.)

Before we get to the advice, though, I want to ask you a question: What are you fighting for?

If you want to build a scene for selfish reasons — you want to take people’s money, you want to get better at the games, or you want people you can beat up on — you probably won’t get anywhere. Being a community organizer means putting your players before yourself. There is a reason tournament organizers usually don’t win their own tournaments — all that time you spend trying to find players, organize events, line up casuals, travel to other cities, and level people up is time you’re not spending in training mode.

That isn’t to say you won’t find it rewarding — you’ll undoubtedly make lots of friends, learn new skills, and earn the respect and gratitude of your peers. But there is a reason why most top players aren’t scene-builders, and it’s because their first priority is winning, not building.

However, if you want to see other people find themselves in fighting games the same way you did — spreading the gospel of Ryu, of course — then you’ll do just fine! And as a side note, most of the work involved here is highly relevant to work in marketing and event production, so you’re not just having fun, you’re developing career skills that are way more likely to pay off than the time you spend playing video games.

Organizing for fighting games vs. organizing for your favorite game

If you live in a fighting game wasteland, starting up a scene for Guilty Gear might be tough, because the game is basically designed for people who have been around fighting games since they were conceived in a 7-11.

Fact is, Street Fighter and Smash have the broadest appeal and a relatively low barrier to entry, so you might want to start with those if you don’t feel like there is a lot of pre-existing interest in other stuff; on the other hand, maybe you’re a bunch of metal anime nerds who wear too many belts, in which case Guilty Gear might go over well and Street Fighter would be a tough sell. If there is an existing fighting game community in your area but no one playing your preferred games, then you have a better shot at finding converts who at least can understand the fundamentals without having to learn from complete newbie status.

In my experience, Street Fighter is for people who wish they had the balls to get into actual fighting, Smash is for people who never grew out of playing with dolls (sorry — action figures), anime games are for people who love women too perfect to be real, and Marvel is for people who don’t have jobs and are too broke to play poker for a living. Figure out which shallow stereotype most closely resembles your local community and start from there!

Step 2: Build your channels to create discoverability

The first step in building a fighting game community is figuring out how to make it so the other people who are already out there looking for one can find you. This is the “low-hanging fruit” — you won’t really need to sell people on coming out to play because that’s exactly what they’re looking for. Ideally, you want to be so easy to find that when I am hitchhiking and get dumped in your miserable hamlet, I can just Google “who is free in [name of miserable hamlet]” and the first ten pages are just your name.

At the very least, you’re going to need a Facebook group, some kind of Twitter presence, and maybe a Shoryuken thread in the relevant Regional Matchmaking board, just in case (if you can still remember your login, anyway). You should also look for Facebook groups for neighboring regions, because there will be invariably be some people who live on the outskirts of one local fighting game nexus and don’t want to drive two hours each way to get bodied.

You’re also going to need a place to play. Ideally, you can find a public community center or place of business to meet in, so people don’t feel weird about going to a stranger’s house and no one is at risk of getting their gear jacked; if no arcade, I’d recommend other centers of nerd combat, like LAN cafés, hobby stores, or restaurants and bars that you have an inside connection with (you’d be surprised how often this happens). Note that hosting at 21+ venues mean you won’t be able to get blown up by anyone younger than Super Turbo is — you decide whether that’s in the plus or minus column.

If you can find a business that benefits from having you and your new crew show up and play games every week or so, that’s great! Remember to be gracious guests: respect the space, don’t be jerks, don’t take their support for granted, and keep your players in line so the venue staff doesn’t have to. If not, find someone who is willing to host at their house, cover the beer money, and don’t do anything sketchy, because it’ll probably be documented and posted to r/Kappa.

The last thing you need is a stream. It doesn’t need to be fancy, because no one is actually going to watch it — but you’ll want to have someone who knows how to run a stream for when you start hosting locals, and it’s a good way to spread the word about your new scene. It’s also kind of fun and validating to play for an audience, and it makes events more entertaining.

Step 3: Recruit new players

sf-ryusakuraOnce you’ve scooped up all the existing local players, it’s time to reach out and find other new people to join your nerd gang.

Since I can read your mind, I know that you were about to think this: “Oh godlike Ryu player, why do I need new players? I just want to play with people who are already good—ow!”

That “ow” is from me interrupting your scrubby thought with a Dragon Punch. See, you need a wide range of skill levels to have a healthy local scene and keep people coming back for more.

I’d bet a wakeup DP that the number one barrier to entry to fighting games is “intimidatingly large skill gaps.” Fighting games typically don’t have internal progression systems in the same way that RPGs like Call of Duty or Battlefield do; your key performance indicator is “am I beating X players more often than they are beating me,” and early on that KPI definitely doesn’t look very good.

Some people will be driven to get good no matter what. Those people are awesome (and probably play Ryu). Everyone else is going to need a few incremental steps to godlikeness, and that is best served by having a wide range of sparring partners. You need people who are worse than you so you can experiment with new stuff in a low-pressure, low-ego setting; people who are better than you so you can tighten up the holes in your game; and people who are roughly your level so you can benchmark your progress against a peer.

In other words, you need a Dan, a Ken, and an Akuma; I’d say you can consider your community stable and self sustaining if most people can find other people that fit into those tiers relative to themselves, and if they can’t, you’ll need to do something about it or people will fade away and do other stuff. (This is probably a topic for a future column, though.)

And for the love of Ono, don’t turn away unskilled players. Not only does that make you a dick, it makes the rest of us look like dicks by association. Yes, there is some scrub at your home session who is hopelessly bad, talks too much, and doesn’t seem to be getting better. Guess what? You were once that scrub too, and people had the decency to put up with you until you got better, so shut it and just tell them to download a copy of my book.

So where can you find new fighting game players? Well, I’d recommend starting by combing through your local communities with interests orthogonal to fighting games: competitive games like Magic: the Gathering or League of Legends, general-interest video game conventions, and other areas of interest that run in parallel to fighting games (if there is a competitive scene devoted to not showering, I’d say that’s your best bet). Once you’ve exhausted the easy sources, look elsewhere. Reddit has lots of regional subreddits where nerds go — post there and see if anyone is interested in trying it out (the downside to this approach is that you then have Redditors in your house and they can be hard to get rid of).

Honestly though, I think the answer is actually “everywhere” — I found people looking to play Guilty Gear Xrd on an anonymous mobile messaging board called Secret which is mostly used for soliciting gay sex, for crying out loud. But the easiest place to find new recruits are probably among your existing players’ friends. A surprising amount of people play fighting games or are open to the idea of learning how to play them, but need a person willing to function as an ambassador to the game and the community (that’s you).

The difference is not in the activity itself, but the offer you’re extending. Consider that “Hey, you should come to a stranger’s house and play video games you are bad at” is less compelling an invitation to most people than “Hey, come meet some friendly nerds and learn how to play a game that is a lot of fun.” If you can, try reserving a dedicated setup for newbies to play each other and have more experienced people coaching and teaching. Man, that’d be a cool way to get new people into fighting games, instead of just throwing them to the wolves.

That was way longer than I intended! In any case, if you have more questions for me (fighting game-related or otherwise) feel free to ask me on Ask.fm or hit me up on Twitter. Enough people ask me questions that I think I’ll try and just make it a regular advice column thing.

Make the Most of Thor’s Mighty Punish in Ultimate Marvel vs. Capcom 3

Getting grabbed by Thor’s Mighty Punish in Ultimate Marvel vs. Capcom 3 is definitely not something to celebrate, and thanks to this technology from e mc, there’s even more reason to fear the Asgardian’s grapple.

It seems that if you DHC into Doctor Strange at just the right moment during Thor’s hyper animation, the Sorceror Supreme can keep the combo going until it–depending on the final member of the team–tops out at over 1.1 million damage, while also more than making up for the meter spent to get things rolling.

This technique gives Strange a unique method of netting a confirmation into one of his signature loops anywhere on the screen, making his pairing with the wielder of Mjolnir even more attractive. Check it out and see if you can incorporate it into your own team.

Source: e mc

Killer Instinct’s Omen Launch Bundled with Numerous Balance Changes

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Similar to previous character releases, Omen’s Killer Instinct debut will becombined with a number of changes to both the core gameplay mechanics and balance adjustments for the rest of the cast. Iron Galaxy Studio’s Kraig “Klaige” Kujawa recently took to the Ultra-Combo forums to share these tweaks with the players who congregate there, providing a nice look at how the title will change later this week.

While a number of bugs are addressed in the patch, it also includes quite a few interesting updates, including a new way for Jago to earn a bit more Instinct meter, increases to the Potential Damage doled out by Fulgore’s Devastation Beam, and more. The full list can be found below.

Killer Instinct 2.3 Update Changes

System Changes

  • White health healing rates will increase over time if you aren’t hit, letting you heal large amounts of white health faster if you play safely.
  • If throws and projectiles/attacks hit on the same frame previously, the throw would take priority. Now, the projectile/attack will take priority. This should eliminate a number of inescapable setups on wakeup across most characters.
  • Previously, when a combo ended with the opponent standing after a KO, there was 1 frame in which that character could still be hit and a new combo would start. This has been fixed, removing “deadbody” infinites from the game.
  • Characters can now tech out during Blowout reactions if their opponent attempts a Counter Breaker.
  • The window for performing an Auto Double after a jump in attack is now checked dynamically, so it should no longer be possible to perform a blocked Auto Double after a jump in. If it isn’t going to combo, you’ll get the neutral version of the button you pressed instead.
  • Fixed a bug that caused character’s gravity values to get stuck when getting hit out of the start of their Counter Breaker attempt by an opponent’s projectile.
  • You are no longer allowed to use Ultra Enders during a Grab animation, as this was breaking the attacker out of the animation while the reacting player just got slammed around.
  • Fixed a bug that allowed players to perform unbreakable combos by canceling into shadow enders during an attack’s hitstop. This may make some of your cancels hit a frame or two later than you are used to but was necessary to avoid unbreakable combos.
  • Fixed a bug where non-comboed sequential wall splats resulted in a blowout.
  • Fixed a bug where characters could not perform an Ultra following an Opener that started a combo.
  • Fixed a bug where starting a combo with projectiles lead to not being able to perform and ultra.

Jago

  • If Jago completes one revolution of his Around the World auto double series, he generates a little bit of instinct meter for himself.

Sabrewulf

  • Fixed a bug where Shadow Eclipse was breakable as an ender following a manual.

Glacius

  • Fixed a bug preventing Shadow Hail projectiles from destroying themselves properly if Glacius used a Counter Breaker.
  • Victims of Glacius’ throws are no longer vulnerable to attacks until after Glacius plays his throw damage event. This prevents a game crash that occurred if a projectile hit before Glacius did.

Thunder

  • Lowered vulnerable boxes on a number of moves to fix Thunder being able to jump out of Riptor’s Flame Carpet, or avoid its combos.
  • Fixed a missing kara cancel window for Shadow Call of Earth.
  • Fixed a bug where Thunder’s enders were higher priority than shadow moves when canceling a manual attack.

Sadira

  • Fixed a bug that prevented Sadira from doing Linkers after Manuals if the combo was opened with an Instinct Web.
  • Fixed a bug that was preventing Sadira from attempting a counter breaker during the super freeze startup of Shadow Linker Blade Demon.
  • Blade Demon moves had a bugged amount of hit-shake on block in some situations, causing some characters to vibrate out of control.
  • Fixed a bug preventing players from inputting their next move as early as other characters during a heavy punch auto double.

Orchid

  • Lowered vulnerable boxes on a number of moves to fix Orchid being able to avoid Riptor’s Flame Carpet.
  • Orchid now has collision when falling from her airthrow to make follow ups more consistent.
  • Orchid can no longer summon Firecat when falling down from an air counter breaker, preventing a few safe counter breaker setups.
  • Fixed a bug that was preventing Orchid from attempting a counter breaker during the super freeze startup of Shadow Linker Fire Cat.

Spinal

  • Fixed a bug that prevented Spinal from doing Linkers after Manuals if the combo was opened with a Heavy Searing Skull.

Fulgore

  • Devastation Beam deals additional Potential Damage on hit. It also deals this Potential Damage on block! Devastating!
  • During Instinct Mode, Fulgore can press HP+HK to perform a Reactor Charge, gaining 1 pip.

TJ Combo

  • Fixed a bug that let TJ get medium manuals off of a light Spin Fist Linker.
  • Fixed a bug that caused enders to be blockable after Light Punch manuals.
  • Fixed a bug that was preventing TJ from attempting a counter breaker during the super freeze startup of Shadow Linker Flying Knee.
  • Fixed a bug that prevented Heavy Auto Doubles from comboing in some situations off of Tremor and Flying Knee linkers.
  • Made it possible to combo into Level 4 Powerline Ender and Level 3 Tremor Ender from a crouching light kick manual.

Maya

  • Lowered vulnerable boxes on a number of moves to fix Maya being able to avoid Riptor’s Flame Carpet.
  • Fixed a bug causing Maya to play the wrong animation when being thrown forward by another Maya.

Kan-Ra

  • Fixed a bug where Kan-Ra’s level 2, 3, and 4 Scarab Swarm enders would not face the opponent if Kan-Ra changed sides mid combo. This frequently happened following a Shadow Dervish.

Riptor

  • Run Back HP is no longer counted as airborne until frame 3. This used to allow her to guarantee that, at worst on wakeup, she would take an air hit, meaning only a character with a bit forward moving recapture could punish her.
  • Increased block pushback on Riptor’s crouching flame breath and instinct crouching frame breath to prevent a block infinite.
  • Fixed a bug that allowed Riptor’s heavy shoulder charge and level 2 run to absorb multiple hits with superarmor.
  • Fixed a bug where Riptor’s Shadow Shoulder Charge was not punishable by shadow counters.
  • Fixed a bug that prevented the ground bounce from Jumping Heavy Kick from working on a crouching opponent.
  • Ultra Ender is now unblockable to fix a rare case where it could be blocked.
  • Adjusted the cancel window on Standing Close HP to be closer to the active frames so it feels more natural.
  • Fixed a bug where Riptor could cancel her Shadow Talon Rake Linker into other linkers, which is forbidden by the combo system.
  • Fixed a bug preventing Riptor’s Level 3 Tail Flip Ender from leaving the ground.
  • Fixed a bug where Riptor’s Level 4 Tail Flip Ender could whiff the first hit.
  • Adjusted proximity boxes on Riptor’s predator stance moves to follow the rules for other attacks.
  • Fixed a bug that caused the ground version of Tail Flip to not ever have attack boxes while cursed by Kan-Ra.
  • Fixed a bug that caused players to blow out during Riptor’s stage ultra.
  • Fixed a bug that forced players to break Tail Flip attacks with the wrong strengths.

Killer Instinct will be updated to ver.2.3 this Friday, January 30. Season 2 Ultra Edition owners will be able to play Omen on the same day, but folks who stuck with the Combo Breaker pack will have to wait until February 5.

Source: Ultra-Combo

Dead or Alive 5 Last Round’s PC Release Pushed Back to March 30

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The upcoming PC version of Dead or Alive 5 Last Round is a boon to 3D fighting game fans on a platform traditionally devoid of them. That said, it seems that those who’re looking to get the game on Steam will have to wait a bit longer than expected.

Originally slated to arrive on the same day as the console versions of the game, Last Round for PC will now launch on March 30, a little more than month later. A statement made on Steam mentions that the delay has been applied to ensure “the best experience possible,” though no concrete information was provided past that. Netplay will be added within three months of this new release date.

To make up for the delay, Team NINJA will be giving away the Halloween 2013 costume pack, which is priced at $25 USD on PlayStation Network and Xbox Live, for free.

Dead or Alive 5 Last Round will be available for home consoles on February 17 in North America, February 19 in Europe, and February 20 in Japan.

Source: Steam via Free Step Dodge

Jason “Mew2King” Zimmerman Finally Leaves Empire Arcadia

Jason "Mew2King" Zimmerman (right) with Empire Arcadia's Isaiah "Triforce" Johnson (Image courtesy of Robert Paul)

Jason “Mew2King” Zimmerman (right) with Empire Arcadia’s Isaiah “Triforce” Johnson (Image c/o Robert Paul)

Sound the trumpets, alert the people, Jason “Mew2King” Zimmerman has parted ways with Empire Arcadia.

This news comes from the man himself, posted via Reddit and describing the circumstances that led to this decision. “I told [Isaiah “Triforce” Johnson] I was leaving [Empire Arcadia] because I wasn’t paid on time (and much less than promised when I was),” he describes. “I consider myself a very nice person (although also a very misunderstood one) but even I have my limits on patience and fairness. I guess he didn’t think I would keep my word.”

Details of the split first surfaced last night courtesy of a tweet from Empire Arcadia themselves. Zimmerman notes in his story that he was planning to announce the news himself after Apex 2015, but had his hand forced by what he sees as a public relations move on the organization’s part.

Zimmerman first joined Empire Arcadia back in 2009, sticking with them over the years and accepting additional sponsorships from groups like CLASH Tournaments and Play-4-Keeps periodically, though the latter was less than beneficial. “[Play-4-Keeps] was also a total scam,” he mentions later on in his post. “I never got anything from them. I have definitely learned some life lessons from all of this. Unfortunately, my bank/wallet paid the price for my being too nice/dumb.”

As one of the most dominant players in Smash history, with tournament victories in every game the series offers, Zimmerman has long been thought of as one of the scene’s “gods,” comprising the upper echelon of competition alongside Joseph “Mango” Marquez, Juan “Hungrybox” Debiedma, Kevin “PPMD” Nanney, and former Empire Arcadia teammate Adam “Armada” Lindgren.

While each of those aforementioned players have found homes at prominent competitive gaming organizations, Zimmerman has continued to flounder even though his skills are far from diminishing. The most recent exhibition of his strength came from Kumite in Tennessee 15, which saw the veteran take home first in Super Smash Bros. Melee, Super Smash Bros. for Wii U, and Project M.

Of course, no one can say for sure what Zimmerman’s future entails, but this is obviously a very important first step in achieving the same success as his contemporaries. We expect he won’t stay a free agent for long.

Source: Mew2King

Reptile Returns in Mortal Kombat X

Who’s next? Reptile, that’s who!

After recently appearing in DC Comics’ Mortal Kombat X comic, the franchise’s green-garbed ninja is ready to bring his particularly nasty form of combat to the latest installment. All of the basics are here, including a slide, swamp bubbles, acid attacks, and a particularly elastic tongue, but we’ll have to wait until more information is released by NetherRealm Studios to find out how he will differ between variations.

In the meantime, check out Reptile’s reveal trailer below; if you’re a Chrome user, bump up that quality to see the veteran’s punishing repertoire in glorious 60 frames per second.

Mortal Kombat X is scheduled to launch for PlayStation 4, Xbox One, PlayStation 3, Xbox 360, and PC on April 14.

Source: IGN via NeoGAF

Iron Galaxy Studios Shows Off Killer Instinct’s Omen at Frosty Faustings VII

At the recently concluded Frosty Faustings VII, Iron Galaxy Studios’ Adam “Keits” Heart and Isaac “Delriach” Torres hosted a special on-stream demonstration of Killer Instinct’s newest character, Omen. During the exhibition, they invited select players to play the Herald of Gargos against one of their own testers, who would donate money to the prize pool if they were beaten.

In addition to the challenge stated above, Keits and Delriach discuss some specifics about Omen and the way people are playing it at the moment. They also talk to some of the players who tried out the character to discuss their impressions.

If you missed out on the live broadcast, BGCallisto has provided an archive for you to catch up with.

Source: BGCallisto