There’s no one-size-fits-all solution for proper punishment in the Tekken series. In a game like Tekken 7 where most of the cast has close to 100 moves or more, you have to do the heavy lifting of investigating specific scenarios in each match-up in order to find out what your character can do on block, hit, and whiff.
This is especially true with hit confirmable strings, of which there are a number of in Tekken 7. If you don’t know how to properly punish these strings, you make life easy for your opponents — luckily, all the tools that Scallywag 93 has demonstrated in his past punishment tutorial videos come into play in today’s entry.
There’s no one-size-fits-all solution for proper punishment in the Tekken series. In a game like Tekken 7 where most of the cast has close to 100 moves or more, you have to do the heavy lifting of investigating specific scenarios in each match-up in order to find out what your character can do on block, hit, and whiff.
This is especially true with hit confirmable strings, of which there are a number of in Tekken 7. If you don’t know how to properly punish these strings, you make life easy for your opponents — luckily, all the tools that Scallywag 93 has demonstrated in his past punishment tutorial videos come into play in today’s entry.
Fans have certainly been enjoying the unique interactions between the cast members of BlazBlue: Cross Tag Battle. Whenever Arc System Works streams the game, numerous people in the chat always scream “DON’T SKIP THE INTROS!” While we’ve seen some compilations of this, rooflemonger filed a complete video showcasing all the unique intros, win poses, and victory screen quotes.
Most of us are familiar with the intros by now, especially the adorable Ruby and Ragna one. However, it’s harder to get the win poses. In order to hear the special lines of dialogue at the end, both character must be present on screen at the time of victory. And finally, the victory screen quotes appear at the results screen. Those are always unique, even if the pair doesn’t have an intro specific to them. The video starts with Ragna, who, of course, has a lot of pairings, and then goes to Ruby. Hyde and Makoto have quite a few as well.
Check them out below, and if you’re interested in the more practical side of things, look to our BBTAG tech roundup.
After the surprise announcements of Shovel Knight, Gunvolt, and other crossover stars in Blade Strangers, Nicalis’s latest 2D fighter has become a hot topic for a lot of players — casual and FGC hardcore alike.
If you’re starved for another glimpse of Blade Strangers gameplay, the folks at Nintendo Everything got to try out a demo featuring several characters (but… mostly Gunvolt, as the stream was hosted by Azure Striker Gunvolt‘s developer, Inti Creates.) While we do hope we get to see the game in some FGC-friendly hands in the future, this video still shows off the slower, more methodical pacing of the game well, and gives an idea of some of the combo possibilities with the cast.
One of Canada’s largest events, Toryuken, is launching into its 7th iteration over the weekend. There’s a lot on the line across a wide variety of events: Toryuken is a Capcom Pro Tour Ranking event, it’s a part of the Super Street Fighter II TurboTournament Of Legends series, SNK has provided bonuses for Samurai Shodown V Special, The King Of Fighters XIV, and Garou: Mark of the Wolves, and the Windjammers event is apart of Windjammers Flying Power League.
And that doesn’t even cover the massive list of games players will be competing in:
Hot on the heels of their previous video, ARIKA have released more gameplay footage of Fighting EX Layer. This new video features some matches with characters who weren’t in the previous video — namely Cracker Jack, Allen Snyder, and Garuda — alongside characters who were.
Specifically, the video below showcases Cracker Jack going up against Hokuto; then we have Doctrine Dark fighting Darun Mister; then Garuda takes on Skullomania, before Allen finally takes on Shadowgiest.
Fighting EX Layer arrives on PlayStation 4 this June.
The task of making a game on your own budget, with your own resources, requires a certain type of passion and a massive amount of time. Doubly so if the area your game is moving into is uncharted territory — and triple so, if you release your game for free.
When I sat down with Steven Wu of Media Hive Entertainment, the questions I prepared in advance never made it off the page. They didn’t have to — I discovered very quickly that Mr. Wu is a straightforward, passionate man that knows exactly what he wants to say. Considering he’s responsible for the genre-blending indie mobile game Ink Wars, that all-cards-on-the-table attitude is not only an admirable quality, but an explanation for how Ink Wars has managed to stick around years after its adventurous entry into the marketplace. Amazingly enough, Capcom’s own competitive mobile puzzle game, Puzzle Fighter, was released and scheduled to be removed during Ink Wars‘ lifespan.
Ink Wars takes the heart of Puzzle Bobble‘s two-player mode and fleshes it out with player reading, diverse character selection, and super meter. Anyone that’s come to SRK probably has an idea where Wu likely got these ideas from:
“I’ve been a fighting game fan since the first Street Fighter,” Wu said. “I was 5-or-6 year old kid in an arcade, a nervous kid too afraid to jump on. But I did, and I loved it, and a few years later Street Fighter II came out and I watched the older kids playing it. That stayed with me through my teenage years when I became quite competitive. I can say I was one of the best in our country back then.”
Wu’s outlook on gaming, and the original source of inspiration for what would inevitably become Ink Wars, began in the arcades of Auckland, New Zealand. Even if Ink Wars isn’t a fighting game in the classic sense, the competitive core is clearly inspired by it — and the FGC has noticed. Justin Wong, Smug, Ryan Hart, gllty, and more all make appearances as selectable characters in the game, with Wong himself having something of a hand in beta testing the project. (Though the guest spots aren’t just reserved to the FGC — even mixed martial artist Mark Hunt appears in game, for example.)
“Street Fighter is something Justin Wong and I had in common. We met in 2016 — I flew from Auckland to L.A., then drove seven hours to San Jose to get his feedback,” Wu recalled. “As an esports champion and professional competitor, it was important to see what he had to say on the game’s strategical depth.”
The game has evolved a lot since 2016: starting out with local-play only (with each player holding a side of the tablet), the game now supports online play anywhere in the world. I actually got to play a few games with Wu, on a phone connection between the U.S. and New Zealand — and to my surprise, it was a great connection, despite the distance.
“I want to do something for the competitive genre that I love. People born after 2005 are growing up with their first gaming experiences on smart phones and tablets. They can’t even walk and talk properly and they are already swiping on their parent’s phones. It’s a trend you can’t fight against. So I thought about, “How do I design a game that’s competitive, that resembles fighting games, but at the same time is easy to control for touch devices?”
He lamented the current mobile versions of fighting games simply aren’t quite right — Wu’s goal with Ink Wars is to bring the mind games of the FGC to touch-devices in a way that makes sense for the peripheral, instead of it just being a pared-down port.
“What genre of game is accepted by a majority of the player-base on phones? Games like Candy Crush and Bubble Witch. They have general appeal, and most of these games are clones of one or two models. Generally, puzzle-fighters are based off of “Tetris”, like Capcom’s Puzzle Fighter. But you never see the bubble model used for versus type games on mobile. We went that route, designed our own innovative battle grid, and built the strategic elements around it.”
“Each character has different bubble patterns, speed, strengths and weaknesses. There’s a super system that you can use either offensively or defensively. There’s enhancers that you can equip per battle. There’s trick shots like ‘Rebound’ that let you add bubbles back to your own side, and if you think your opponent will try a Rebound, you can deny it on reaction, or play in a way that keeps them from setting it up. Ink Wars tests mental awareness and game knowledge in a complex way, but does it in a format that anyone from age 6-to-60 can do on a mobile system. There’s many layers of depth but the controls — aim, shoot, and switch — can be learned in 15 seconds.”
For those within the FGC interested in game design, Mr. Wu’s project should be an interesting follow. He’s already held several tournaments over the few years in New Zealand and has expressed interest in bringing more events stateside. If nothing else, his story is an excellent example of how the core concepts of fighting games can be translated in an infinite amount of ways — so long as you work at it.
And that’s exactly what Wu is doing.
“The team, on and off, was comprised of both part-time and full-time talent. It could be anywhere between 10 to 15 people. After we received such a positive reaction from our initial trade show, I just thought, ‘Oh, this game has to be made.’ I’ve spent almost all of my savings, and I’m going to push this thing into the stratosphere of mobile esports.”
It’s the second week of the Extra Battle challenge to obtain the Astaroth Crossover Costume for M. Bison in Street Fighter V: Arcade Edition; but the dictator brought along some extra muscle in the form of a new Extra Battle boss challenge: the Ultra Heavyweight Champion.
As was the case with prior Extra Battle bosses, each attempt costs 1000 FM; beating this CPU-controlled powered-up version of Zangief will earn you a unique title, and awards 10,000 EXP for subsequent victories, so you might be able to earn some extra Fight Money if you can get ‘Gief’s number with a low-level character or two. He’s available to fight now — but only for two more days.
This Saturday, May 19, sees the second qualifying stop in the RED BULL CONQUEST circuit arrive at Seattle, WA to find the strongest players in Street Fighter V, Tekken 7, and Guilty Gear Xrd REV 2 that the city has to offer! From the press release:
Seattle is home to some of the fighting game community’s most prominent athletes, including Street Fighter V pro-athlete and professional bodybuilder Danny “DRDANNYPHAM” Pham, who is the leader of a healthy living movement in the FGC and also surprised the community with an astounding upset and 3-0 win over SFV superstar Daigo at last year’s Red Bull Battle Grounds.
FGC luminaries Persia and Yipes will be hosting the event, guiding the audience through each match, sharing insight on competitor strategies, unexpected upsets, fan-favorite players and more, up through the final matches where 3 competitors will be crowned as the chosen ones who will rep Seattle against 14 other regional teams at the Red Bull Conquest National Finals in Washington, D.C. this November.
You can catch the action starting with pools at 2:00 p.m. PT — with the top 4 expected to begin at 6:00 p.m. PT — on twitch.tv/redbullesports.
In light of Ultra Street Fighter IV‘s inclusion in digital pre-orders of the Street Fighter 30th Anniversary Collection, I’ve decided to dedicate some time to examining the most slept-on online-capable Street Fighter title: Street Fighter IV: Omega Mode. Packaged as a free alternate version within the edition select of USFVI, Omega uses leftover game files, recycled taunts, and repurposed animations to completely change each character’s toolset; it’s essentially a completely new and unique Street Fighter title built within SFIV’s engine, with an entirely different balance philosophy than Ultra.
Omega was not popular at release due to some easy infinite combos — not to mention players’ interest in Ultra as a more serious, competitive game. I personally think Omega went woefully unexplored for being an extremely interesting venture, and I’m starting a series where I document each character’s Omega changes, and then show off some basic optimal combos.
As the first video of the series, I’ve decided to explain my venture, and describe in more detail what Omega Mode is. I won’t recap the whole video here, but Omega was made by the developers of Street Fighter V in order to test the waters of making a competitive fighting game, and many things in SFV were introduced in Omega, such as the three-frame input buffer. I’ve also taken some time to anticipate questions — such as the basic mechanics of Omega Mode — and why I’m making these videos.
In addition, I’ve also released the first video in the series, focusing on Ryu. I consider Ryu to be the easiest entryway into Omega, as he’s almost a perfect half-and-half between his SFIV and SFV versions. Ryu’s main feature in Omega seems to be a prototype to his V-Trigger II parry — and to be quite honest, I much prefer this parry to the one he has in SFV!
The formula to this video series is new, so tell me what you think in the comments. I plan to go through the entire roster over time, so subscribe to the ShoryukenTube YouTube channel if you don’t want to miss out!