If anyone could truly wield Yukianesa, Jin Kisaragi’s sword notorious for taking control of him, it would be CAG|Fenritti. Fenritti told Shoryuken in an interview that it was the character’s aesthetic and lore from Story Mode that got him on track of playing the BlazBlue: Central Fiction character. But story tidbits aside, Fenritti (sometimes written as Fenrich) needs little introduction: no one would disagree that he is the world’s best Jin player, and definitely one of the best players in the world.
Fenritti has become famous for his almost mechanical play with perfectly-calculated combos and maximally-optimized punishes for any situation. If the opponent has 6,000 life points left and there is a combo that would finish them off, resources permitting, he will do it. He also has an amazing sense of spacing, and frequently calls out the opponent’s attempts at bursting. This was only his second appearance at an American tournament, the first being Evolution 2017, and at Combo Breaker 2018, the fans were treated to the very first sets between him and PG|SKD.
Big thanks to @GREATFERNMAN for helping out with translating the conversation.
Woocash: What was it like to face PG|SKD?
CAG|Fenritti: SKD’s blocking is really good, I noticed, but he’s also very confident at letting the opponent do what they want, and so he lets them get away with some things. Even though he’s really good at punishing what they’re weak at, he does let them get away with a lot of things. If SKD managed to cover that up, the next time will be a different result.
Woocash: How were you able to Dragon Punch reversal so well against SKD?
Fenritti: It was yomi, it was a read. I expected the warp and then Dragon Punched.
Woocash: What did you think of Combo Breaker?
Fenritti: I’ve only been to Evolution 2017 before; when it comes to overseas tournaments, and I thought this one was very exciting, on the same level as Evo.
Woocash: What makes it exciting?
Fenritti: I find these really exciting because in Japan, when players are cheering or when competitors do something cool, they don’t show it as much. In America, the audience is really loud and cheers for the players they support, so I find that really exciting.
Woocash: Is BlazBlue: Central Fiction remaining a central focus for you, or is there anything else you have your eyes on?
Fenritti: Mainly, I’m playing DBFZ, but I’m also playing BBCF and BBTAG. Even after the latter comes out, I plan on continuing BBCF.
Woocash: What is the most common mistake that BlazBlue players make?
Fenritti: A lot of players in America, here at Combo Breaker, they are really strong player-wise, but with regards to BlazBlue, they don’t really understand the system as well as Japanese players, I feel. BlazBlue is a game where a difference in knowledge really shows. I think they are really strong players in terms of skills, but their knowledge is a bit lacking.
Woocash: What has it been like joining an esports team? What changed for you?
Fenritti: As expected, the main difference is winning allows me to get more income. Before, even if I won, I wouldn’t get anything other than the prize pot. But now, when I win, because I can get money from games, I can immerse myself fully and play more games, take it more seriously.
Woocash: Why do you play Jin and how did you become so good at him?
Fenritti: I love Jin. At first, it was the aesthetic, I saw Jin and thought he looked really cool. I also played the arcade Story mode, and I thought he was really cool too. Then I played the console Story mode, and was reaffirmed that Jin is really cool, so I kept playing him.
Mainly, I got strong through a lot of Training Mode. My attitude is that I won’t let the opponent make any mistakes, I’ll kill their character for it. My older brother, Iwashi, also plays BlazBlue, and he has really good neutral, so I attribute a lot to learning from him as well.
Woocash: What’s coming next?
Fenritti: Right after this, I’m going to Las Vegas for a Dragon Ball tournament, and I also plan on coming to Evolution 2018.
While the recent Street Fighter V: Arcade Edition patch was supposedly just to add some new costumes, it seems that there have been some slight character adjustments made as well. OminousGames, who has been keeping track of the hidden changes in the SFVAEsince version 3.03, recently updated their list with some of the hidden changes that have been found in the new patch.
The character who seems to have gotten the largest number of changes is Falke. The biggest change for her is a fix to her divekick that should prevent the freeze glitch that saw Falke get stuck in the air. [Capcom published this particular change post-patch. – Editor] Other changes include making it easier for her to hit some combos, and some changes to the hitboxes of her V-Trigger II.
In addition to this, it seems Abigail and Laura also got some hidden changes. The former received some changes to the buffer for his back roll out of Nitro Charge when V-Trigger I is active, giving the command run priority. The latter on the other had some changes to her V-Trigger II. Specifically, dodging out of it no longer autocorrects, however the grab and dash follow ups will now autocorrect.
Here’s the list of changes that OminousGames has found.
Street Fighter V: Arcade Edition hidden changes
Abigail
+ VT1 Nitro Charge back roll buffer reduced in order to not have overlap with the run. (AKA the run command now has priority during a tap of the buttons instead of a back roll. could fix the run not able to cancel)
Falke
* Divekick might have had kara tag removed to fix the freeze glitch
+ Falke KKK 2nd Hit 2nd & 3rd attack frames JI & JL reduced to match 1st (easier to extend juggles and more consistently hits)
+ Falke VT2 PP-> d.HPHK (leaping strike) forces changed (increased Horizontal range by 2-3 squares)
– Falke VT2 PP-> d.HPHK (leaping strike) forces changed (her Hurtbox does not avoid standing attacks as easily during leap)
? There are some unknown changes to VT2 start and VT2C
Laura – VT2 command grab +9 frames of recovery on whiff
+/- VT2 Dodge no longer autocorrects (this decreases the pushback from Laura during an autocorrecting dodge)
+ VT2 grab & dash follow ups now have autocorrect (a dodge that has not autocorrected properly will now autocorrect during its follow up)
You can check out OminousGames complete list of changes since the 3.1 patch here.
BlazBlue: Cross Tag Battle is already out in Japan, so certain people have their hands on characters from Character Pack 1 that weren’t in the beta: Kanji, Orie, Platinum, and Blake. Since these characters were not in the beta, it may not be so surprising that people discovered a game-winning bug with Persona 4‘s Bloodcurling Beefcake, Kanji.
UltraTien posted a clip of the bug, which they can intentionally trigger. The unfortunate victim of the online match ends up eternally frozen in a lightning shock, unable to even Cross Burst out of this. All that remains is to wait until the timer runs out. This exploit works with Kanji and either Blake or Jin, a tipper told SRK in a message. It seems to happen from Kanji’s command grab, and then an assist from either of the two characters — they’ve tested other fighters, but it only worked with Blake or Jin.
The BBTAG beta also saw a partner bug which let a player control both characters at once. Let’s hope Arc System Works is gathering information, and that they will rectify Kanji’s “secret weapon” as soon as possible.
The Guilty Gear Xrd REV 2 finals at Combo Breaker stood out for a variety of reasons. More international players than ever before gathered at the St. Charles location, adding a certain gravitas to the event. The final match took place between an amazing Korean I-no player, Daru, and a famous Japanese Jam player, Teresa.
Teresa practices at Mikado, the premier competitive spot for Japanese Guilty Gear players. Daru also has spent a lot of time there, and he usually beats Teresa. Things looked different initially at Combo Breaker, as Teresa sent Daru to losers. But the REV 2 Combo Breaker grand finals were full of surprises.
Shoryuken approached Teresa shortly after the set for a first-time interview. The player walked us through the emotional sets, admitted weaknesses, and explained his approach to improving. On the lighter side, Teresa spoke about his frequent tweeting in English, and whether he’s coming to Evolution.
Woocash: Walk us through your matches in the finals.
Teresa: I fought Daru first and won, then Hamad in Winners Finals, then Daru came back up through losers. You can definitely tell that Hamad didn’t have as much Jam experience as I did for his character, Ky Kiske, especially since I fight a lot of strong Kys at Mikado. I think Hamad is very, very strong as a player, but you can only go so far, being a good player and knowing a match up to some level, especially knowing it to a degree that I do.
Woocash: What was the match with Daru like? What was going through your head?
Teresa: For the first match, in Winners top 8, normally, I’m not very good against Daru, but I changed up my movement for the tournament, and that led me to the win. In the grand finals, I kind of got tilted when I dropped one of the combos, which was a parry into P K, and I didn’t delay it enough, so the double Puff Ball dropped… I lost the round. I couldn’t shake that off for the next matches.
Woocash: What was going through your head when the stick malfunctioned?
Teresa: I struggle with confidence a lot, and I’m starting to think, “maybe this will work” after I’ve taken the first match. Then suddenly the button stopped working. I thought, man, maybe I’m just not meant to win. I wanted to die.
Woocash: How are you going to work in overcoming your weaknesses?
Teresa: I’m definitely a very emotional type of player, as you saw. That’s something I need to work on. When I’m going, I feel very confident, but when something goes wrong, I mentioned that combo before, that one combo, that puts me on tilt pretty badly, I really need to work on that.
Woocash: Onto a lighter topic, you’ve been tweeting a lot, in English as well. You’ve been interacting with the international audience, what’s that been like?
I will talk to you in theory and testimony. If your opinion is wrong, I will reply. When I am wrong, I will spread your theory as new facts. Regardless of the strength of the game, I want to talk in theory. This is what I could not do in Japan.
— TERESA ≒ Atractylodes (@jamtsukaware) May 28, 2018
Teresa: I’d like to say that even if you’re a top player, it doesn’t necessarily mean your opinions are right. Some people are colored by their perspective too much, or of their own character. I want to talk a lot about the game and about theory, I want to help other people if I can. In Japan, it’s not that people don’t listen, but they’re not as inclined to talk in a public setting. I feel Americans are more receptive. I want to spread knowledge as much as I can.
Woocash: What are your thoughts on playing at an arcade setting versus an American-style major?
Teresa: The way that we approach gaming is very different. The arcade is basically the place you go to after work. And you go to play and relax. Even when you have tournaments or weeklies at the arcade, it’s more or less a local thing, and here, it’s huge, there are so many people. It’s very cool to have so many people in one place.
My goal is definitely to come to an American major and win it. I’m still working on it, and I want to get there some day.
Woocash: Are you planning to come to Evo? Any other major plans looking toward the future?
Teresa: Of course, I am going to Evo 2018. There are rumors going around that there might be a new Guilty Gear announced. If so, I’m going to put travel plans on hold for a bit and practice and get better in Japan first. If not, I want to travel a bit more, like to South East Asia Major and also the Brazilian tournament, Heaven or Hell. I’ve been to one, and I want to go to it again.
Note: This guide is not intended to teach you how to play Street Fighter; instead it is aimed at introducing the mechanics that set Super Street Fighter II Turbo apart from other fighters. This assumes that you have spent some time learning Street Fighter V, Ultra Street Fighter IV, or another modern fighting game (Injustice, Guilty Gear, etc). That would also include knowledge of basic fighting game vocabulary like normal attack, special moves, cancels, tier list.
For more advanced Super Turbo strategy and character-specific information, be sure to check the Shoryuken.com wiki. For upcoming tournaments, past results, player interviews, tier lists, and everything else surrounding competitive Super Turbo, visit STRevivial.com!
There’s no questioning that Street Fighter II is the game that set the mold for the fighting game genre, and fueled the competitive arcade culture that ultimately led to the start of the fighting game community.
As the fifth and final iteration of the series, Super Street Fighter II Turbo pushed that mold to the limit, introducing signature mechanics like super combos, throw techs and air juggles — with an adjustable speed setting, another series first, so veteran players could turn up the action.
The result is what many players consider to be the greatest fighting game of all time. Originally released in 1994, ST remains one of the most popular fighting games in the world, with a healthy competitive community online and off.
Super Turbo is characterized by high damage, powerful special moves, and a deep emphasis on spacing. ST features some of the most effective fireballs and invincible anti-airs of the entire Street Fighter franchise, so while a clean jump-in could mean the end of a round, a patient zoning strategy will consistently pick apart reckless players. The game is often fast and unforgiving, but this is where I — and so many other players — learned their fundamentals: the sweet science of Street Fighter.
The cast of World Warriors
If you’re interested in Street Fighter at all, you’re probably familiar with the 16 character cast of Super Turbo. Akuma is also available as a playable boss character, and can be selected using a secret code at the character select screen. This version of Akuma is historically banned from competitive play, and is still considered a baseline for judging “broken” characters in fighting games. To select Akuma, input this code at character select.
1) Highlight Ryu for 3 seconds
2) Highlight T-Hawk for 3 seconds
3) Highlight Guile for 3 seconds
4) Highlight Cammy for 3 seconds
5) Highlight Ryu for 3 more seconds
6) Press Start, then all 3 Punches
It’s also possible to select the Super Street Fighter II: The New Challengers versions of the characters using specific codes as well. After picking your character you’ve got to input their corresponding code to get the older version of the character. Old characters have different moves and properties that fundamentally change how they function. This means there are actually twice as many possible match-ups in the game.
Old characters can’t use super combos, and cannot break throws. Some old characters do have their own advantages, for example O. Fei Long can cancel his crouching medium punch and crouch medium kick while O. Sagat’s fireballs are faster and his tiger uppercut is a single hit. In most cases however, the Super Turbo characters are considered stronger. The most common old characters in competitive play are O. Sagat, O. Ken, and O. T.Hawk.
Understanding and defending against throws
Understanding throws is an important part of grasping the core strategy of Super Turbo. Throws are instantly activated when pressing heavy punch and forward or back within throw range. Some characters have multiple normal throws with different buttons, too. Unlike Street Fighter III, IV and V, there is no startup on a throw, nor is there a whiff animation. If an opponent is not in a throwable state or outside of throw range, the character will simply use their normal attack.
If both characters attempt a throw within range on the same frame, the game will simply choose which player throws the other: a true 50/50 chance if they throw at the same time. There is no throw priority in Super Turbo, so normal throws can beat command throws if they are within range and executed at the same time.
Normal throws can be teched or “softened” if you input your own throw within 13 frames of being thrown by the enemy. You’ll still take half of the throw’s damage, but the character will flip and land on their feet rather than being thrown to the ground. Sadly, if a throw is going to do enough damage to kill, it is actually not possible to tech, so throws become even more dangerous at low health.
Some ground throws will hold the opponent in place for a certain number of hits before releasing them. Both players can mash their controller in this situation to try and increase or decrease the number of hits and damage. These throws cannot be teched and can leave the opponent in a dangerous reset situation.
When getting up off the ground, your character will have a random amount of throw invincibility, between one and thirteen frames. This gives the player a natural defense to being thrown on wake-up, avoiding the sort of throw loops you might see in Street Fighter IV or V. This also means your own throw can be used as an instant wake-up option if the opponent is in range — but it will lose to meaty attacks.
These are just a few of the reasons why tick throws are considered incredibly strong in Super Turbo; in fact, if the tick throw is tight enough you can’t even hold up to escape, because the pre-jump frames are throwable too! Your only defensive option is to use a reversal move on the first recovery frame to beat the throw. If you thought Street Fighter V’s throw loops were too strong, just wait until Honda gets you with an Oicho in the corner, or Dhalsim just noogies you to death.
Reversals, juggles and combos
Because the 30th Anniversary version of Super Turbo is an arcade port, the looser input shortcuts and buffers that exist in Street Fighter V and other modern fighters for motions like dragon punch, tiger knee, and SPD do not apply.
Being able to execute your special attacks on command is highly important, because as I mentioned before, there are certain tick throw traps that are inescapable without a reversal input. It’s important to know which special moves will escape throws for each character; some may have invincibility or airborne frames, while others are just so fast that they cannot be thrown. M. Bison, for example, can only use his super move to escape because none of his other specials have invincibility. Being able to time and execute the right one-frame reversal under pressure is a key component of defense in ST.
Like modern Street Fighter titles, Super Turbo allows players to link normal attacks together and cancel normal attacks into special moves for combos. Each attack inflicts a random amount of damage and stun within a certain range. That means it’s possible to be hit by the same combo two rounds in a row, and the first time it will stun and the second time it wont. Damage isn’t entirely unpredictable though, and the constant threat of a quick stun adds to the game’s offense.
Remember, Street Fighter II was not designed with modern balance or combo systems in mind, so for some characters, the most effective combos are just a combination of normals. In other cases certain combos can be inconsistent or difficult to execute, due to spacing.
There are a handful of moves that are capable of juggling the opponent, like Ryu’s familiar jumping medium punch (which was introduced in this game). Juggling is usually most important in anti-air situations, adding on damage for characters like Vega and Dee Jay. All super moves can juggle the opponent if they hit in the air, except for the ones that are grabs.
While it is possible to cancel normal attacks into special moves, you cannot cancel your attacks into super. In exchange for a lack of combo ability, most of super moves have a ton of invincibility and are relatively safe on block.
It is possible to combo into super using something called chain cancelling. This is a pretty advanced technique that requires you to buffer in the motion for your super while chaining together multiple lights. When performed correctly, the last light attack in the chain will be kara-canceled into a super move before it comes out.
Bringing it together
Once you understand the throw system and basic commands of Street Fighter II, Super Turbo is readily accessible and you can quickly find yourself playing dozens of fast-paced matches in a row. Keep in mind that the game was not necessarily built with two decades of competitive play in mind, so there are going to be strategies that feel cheap, or mechanics that don’t seem to make sense, and moves that seem… incomplete. But the game has stood the test of time and remains one of the most popular titles in the FGC for a reason!
Don’t miss the action-packed fights between these Street Fighter V greats!
The time has come for ELEAGUE to kick off the action in their Street Fighter V Invitational for 2018! Today, Group A will fight it out in a series of round-robin matches to determine who will move forward in the Invitational bracket. Today’s competitors are:
Echo Fox|Tokido
CO|Dogura
ARES.RB|Luffy
RISE|MenaRD
SonicBoxx|JB
CYG BST|PR Balrog
The action starts at 3:00 PM ET — 12:00 PM PT — on ELEAGUE’s Twitch channel. (In the event of streaming trouble, check their YouTube channel as well.)
If there’s one thing that some fans have been requesting regarding Dragon Ball FighterZ, it’s a port of the game for Nintendo’s Switch console-portable hybrid. Now, it seems that that wish may come true, at least if a new leak turns out to be true.
The leaks comes from a photo first posted on 4chan and ResetEra, that has since been picked up by a number of news outlets. The leak supposedly comes from someone whose job involves making showroom displays, and lists a number of games aside from Dragon Ball FighterZ.
While it’s easy to doubt leaks such as these, other sources, specifically the news outlets Destructoid and Kotaku, have stated that they are confident in these leaks. According to them, they align with what their own sources have told them (including embargoed confirmations of the titles). This is on top of one of the Twitter account for Killer Queen (one of the other games in the list) suddenly changing all the images on it to all-black, which seems to align with the “Killer Queen Black” listing on the leak.
For those interested, you can check out the supposedly-leaked photo below. As for whether this leak is actually real, we’ll find out for sure at E3 2018 — which takes place from June 12 to 14.
According to a very recent report by Variety magazine, the broadcast of ELEAGUE’s upcoming Street Fighter V Invitational will introduce the use of player eye-tracking. Much like the virtual first-down marker or digital “strike-zone” indicators traditionally seen in football and baseball TV programs, the technology features the use of a similar visual aid that tracks the players eye movements for the viewers to observe and analyze.
ELEAGUE has used player eye-tracking once before, namely during a 2017 pro tournament for the popular and competitive shooter CS:GO, but this is the first time the technology has been used for a major fighting game tournament, with an audience as large as the series’ collective Twitch and TBS viewers.
While there are certain to be both fans and critics of this new strategic assistance, Robert Occhialini, VP of Turner Sports, assures that the decision was made with the viewers in mind. “As esports continue to grow, technology presents unique opportunities for fans to have a window into the decision-making of these highly-skilled pro players,” says Occhialini.
ELEAGUE’s 2018 Street Fighter V Invitational kicks off today, June 1st, 3:00 PM ET (12:00 PM PT) on Twitch. Fans who tune in can get the first glance at how — or if — this type of visual tech fits into the world of competitive fighting games.
Welcome to the Rollback: a frame-by-frame look back at our past week’s most notable news — and our favorite SRK articles — from May 25 to May 31, 2018!
Capcom pulled out all the stops and brought the beat back big time with their Cody reveal trailer, starring none other than Kenny Omega as the new Mayor of Metro City.
Classic Street Fighter is back in a big way. These games are the foundation of our genre, and this collection does them justice — well, at least offline.
I find myself torn between straight-up hype, and annoyance for Bandai Namco for adding more and more great-looking fighters and making me constantly re-evaluate my team!
If you want to get the most out of this timeless classic fighter — included in the 30th Anniversary Collection — you’ll have to do some studying and practice. Start your training here.
A true SC mainstay, Maxi has traditionally been a difficult character for Namco to balance. I knew he’d be back, and he (visually) looks great, I just hope he ends up being strong enough to hang.
If I didn’t already know I was just going to be filthy Shovel Knight player like everyone else, I easily would be a Master T main when Blade Strangers comes out.
Since April 1 of 2017, many fans have been eagerly waiting for the day when they could finally get their hands on ARIKA’s Fighting EX Layer. Well, that day is almost upon us, as ARIKA have announced the release date for the game on PlayStation 4: June 28.
ARIKA finally confirmed the date of Fighting EX Layer‘s release over Twitter. Additionally, they verified that this was effectively a worldwide launch, stating that the sales of the game would start in 68 countries and regions around the world.
As previously confirmed, Fighting EX Layer will come in two variants. The “Light Version”, which will retail for $39.99, comes with 12 launch characters and 5 Gouki decks. The “Standard Version” on the other hand will retails for for $59.99, will come with the 12 launch character, plus DLC character Hokuto, alongside 15 Gougi decks. All versions of the game will feature both English and Japanese text, plus Japanese voice-overs.
While you’re waiting to play it for yourself, check out some new footage from ARIKA, featuring multiple characters:
For more on Fighting EX Layer, be sure to check out our previous coverage of the game!