The folks over at Super Arcade have just gone live with their Thursday night weekly. This is another installment of their brand new tournament series, marking yet another chapter in the venue’s history as they strike off on their own.
Similar to The Runback, tonight will see competition in Ultimate Marvel vs. Capcom 3, Marvel vs. Capcom 2, and Killer Instinct, along with Under Night In-Birth Exe:Late and Persona 4 Arena Ultimax should there be enough interest.
The stream has been included below, but you can also visit Twitch if you prefer to chat with other viewers. Full brackets have been made available through Challonge.
Killer Instinct’s Riptor is finally available for download in Microsoft’s Xbox One reboot and, while she retains some of her specials from the original games, Iron Galaxy have given her a few unique mobility options that may catch some players off guard.
To help folks who want to pick the prehistoric fighter up, both AcidGlow and Sajam have released character breakdowns with a ton of pertinent information. Both videos cover her normals and specials, as well as the unique forward and backward runs that replace her dashes and provide a handful of new pokes.
As for unique information, AcidGlow goes over how to use her standing heavy punch and kicks as three-hit linkers in addition to the crossup and vortex options she has at her disposal.
Meanwhile, Sajam details ways in which Riptor can zone out characters who don’t have projectiles and mixups afforded to her by canceling out of Predator Stance. He also talks about her Instinct Mode which, similar to Sabrewulf, power up her normals and specials, giving her more range while also speeding up her runs.
Take note, however, that since she’s only been about for slightly more than a day, things are still bound to change as people find more stuff to use both with against her.
With Street Fighter x Tekken long past launch and Bandai Namco Games preparing to release Tekken 7, details on the former’s complement have been incredibly scarce. After mentioning a change of thinking around the time Sony and Microsoft’s new consoles appeared on the scene, Katsuhiro Harada went on to say earlier this year that development on Tekken x Street Fighter was still ongoing.
The producer recently sat down with Korean website inven to discuss a fair amount of topics, and talk naturally turned towards his company’s longstanding work on the crossover title. “Tekken x Street Fighter’s base system is already finished,” Harada explained, “but we still have to finish Tekken 7 and its planned updates first.”
While it’s not much to go on, this is miles ahead of the details we are used to getting about this elusive fighter, which was first announced back in 2010.
With the release of Capcom’s Street Fighter V expected sometime in late 2015 or early 2016, Harada concluded that Bandai is currently planning a strategy to reveal Tekken x Street Fighter in a way that won’t conflict with other titles.
Lots of minor tweaks made it into the 1.04 patch for Ultra Street Fighter IV, and though Omega Mode has proven to be a lot of fun, we can’t forget about examining the things that may have an impact on competitive play. One of those small changes saw the added ability for an oiled Hakan to perform a crossup with his medium kick. Initially, this doesn’t sound like much of a big deal. Plenty of characters have cross-up buttons, right?
Well, as it turns out, Hakan’s moveset, which already lends itself to shenanigans, is the perfect place for an attack like this. Not only can it be used for standard ambiguous jump-ins, but as sudafreekan demonstrates in the video below, the technology pairs quite well with Oil Slides and Oil Dives to offer the greased-up grappler some particularly nasty setups.
Has oiled Hakan crossed over into the realm of “best characters” yet? It’s impossible to say right now, but if you (like me) were already afraid of the Turkish tycoon when he donned his glistening liquid armor, there’s now even more reason to be afraid.
Frame traps have been hailed as one of the most important tools to learn in Ultra Street Fighter IV, and that’s a pretty understandable opinion. They blow up button mashers and poke holes in crouch-tech spam–or misplaced crouch-techs–and that’s where most of their power lies. In a game where the defensive technique has become so prominent, it is crucial to learn good ways to counter it in order to secure victory.
But without previous experience setting up a dummy to train these sorts of things, it’s difficult to actually practice frame traps outside of matches. There are a number of ways to do it–in the past, I’ve personally recorded a dummy performing a frame trap timing after a knock down with my character of choice, after which I took control of the knocked-down party to test my timing. There’s nothing really wrong with doing it that way, but all the hopping from character to character, controlling the dummy, controlling the target, flipping and flopping around–it gets confusing.
Using that pattern, becomes hard to maintain what I like to call “training momentum,” which is that state that you get in when you’re working on a combo and you just have to finish it. Do two hits, drop it, hit reload; four hits, drop, reload; one hit, reload; until you get the whole thing. Then you repeat it until your hands nearly fall off. This momentum keeps the necessary inputs and timings fresh on your mind, but when you’re constantly swapping from controlling the aggressor to the defender in frame trap situations, that momentum can never truly be gained.
To help remedy this and provide a much more fluid method of training frame traps, BLACKU STAR recorded how they like to train these necessary offensive options. It’s pretty simple: knock the dummy down, pause the game, hit “memory,” set the dummy to record, pop out a crouch tech, swap back to control of your character, hit reload, and let the fun begin!
Much like optimal combo training, you can reload the situation for easy practice reps until you’re sure that no crouch tech will ever penetrate your impeccable offense.
After taking the time to upload every first-round Capcom Cup 2014 match yesterday, the folks behind Capcom Fighters have pushed out a handful of follow-up footage that covers sets from both winners and losers brackets.
While the players have changed since the previous roundup, the pairings most certainly have, giving us a look at the dramatic matchups that sent high-level competitors like Snake Eyez, EG|Justin Wong, and MCZ|Daigo Umehara patcking. We’ve included a few of our favorites below, but be sure to visit the official playlist for more.
Full results from Capcom Cup 2014 can be found in our coverage hub.
Fans of classic fighters, be warned: Marvel vs. Capcom Origins will be leaving PlayStation Network and Xbox Live later this month.
Developed by Iron Galaxy Studios, Origins bundles Marvel Super Heroes and the original Marvel vs. Capcom in one online-enabled package. Its removal is the latest in a long string of delistings that saw Marvel vs. Capcom 2 and Marvel vs. Capcom 3 disappear from digital platforms around this time last year.
(Phew, that’s a lot of Marvels.)
Origins is scheduled to drop from PlayStation Network on December 23 and Xbox Live on December 31. Both services currently offer the title for $14.99.
Akuma’s Raging Demon is one of the most iconic moves in the Street Fighter universe, but it can also be particularly difficult to land. Whether opponents jump out of harm’s way or simply chuck some plasma into Akuma’s chest as soon as the super flash happens, it’s easy to see that setups are almost required to reliably take opponents into the dark.
In the footage below, CLxJames shows off a handful of helpful setups that will catch plenty of players off guard in Ultra Street Fighter iV. Many of these setups involve resets after a short Tatsu, while others involve giving yourself frame advantage through specific normals to allow a safe dash-in.
Whether you’re a veteran Akuma player or only recently started dabbling in the Satsui no Hado, this video is a great place to learn creative ways to show your foes what being a demon is all about.
Another holiday season means another extensive sale on Steam’s video game catalog and, thanks to the growing number of fighters available for PC, our community is definitely benefiting from the promotion.
From competitive mainstays like Ultra Street Fighter IV and Injustice: Gods Among Us to indie darlings Skullgirls Encore and Divekick Addition Edition, there’s something here for everyone in the scene to enjoy.
We’ve compiled a complete list of discounts that are currently available, as well as when you can expect them to disappear. Please keep in mind that Steam sales usually drop even lower than where they originally begin, so it may be in your best interest to wait a bit to see where they land later.
It’s been a long road for Leo Whitefang since making his first appearance in a trailer earlier this year, but the beastly fighter is now playable in Guilty Gear Xrd -SIGN-. But, unlike fellow newcomers Sin Kiske and Elphelt Valentine, players will need to drop some cash to add him to their game–¥800 (~$7 USD), to be exact.
As one of the three kings of Guilty Gear’s Allied Kingdom of Illyria and an old friend of Ky Kiske, Leo plays an important role in Xrd’s storyline. This prestige is reflected in his gameplay, wherein the monarch employs a variety of bombastic and heavy-hitting moves with his dual greatswords. Leo also utilizes a unique stance that grants him additional attacks and movement options, all while his back is turned to the opponent.
Famitsu recently released a couple of videos that provide a brief glimpse of Leo’s capabilities, which you’ll find below.
Leo will be available in North America on December 23.