It has been about six months since Tekken 7 released for consoles, and I think that might be enough time for Claudio players to get hop-kicks out of their system. Maybe. Maybe not.
Jokes aside, the real meat behind the exorcist’s movelist is his unique Starbust mechanic, a self-buff that grants Claudio access to all of his best (non-hopkick) moves. The new moves granted to Claudio have a wide range of powerful properties including mid/low mix-ups, positive frames, combo starters and more. But he can only get this self-buff by hitting certain moves, and ApocryphicV‘s guide walks you through the various ways you can set this up.
Street Fighter scientist AutoMattock recently shared a reasonably strong throw loop with ex-Bushinryu master Old Zeku. The throw loop did have a particular weakness though: 3 frame jabs spoiled the potential of it’s +1 frame advantage. If you were hoping for a slightly meatier wake-up option, then you’ll want to see his latest setplay ideas below!
Using crouching HP in these outlined combos allows you to cover all of opponent’s tech options, and if you score a crush combo, you get an excellent cross-up opportunity with Bushin Flip. If the opponent does not recover at all, dashing up twice after whiffing the crouching HP leaves you at frame advantage as they stand up.
With people in full-blown nostalgia mode with fighters lately, we are seeing ports coming out more frequently on modern consoles. This week is no exception — as the Data East fighter Karnov’s Revenge — also known by its Japanese title Fighter’s History Dynamite — was released on November 16th for the Xbox One, PlayStation 4, and Nintendo Switch.
The fighter — which is a sequel to the Fighter’s History title — never gained much popularity in the West. This could possibly be attributed to the copyright infringement lawsuit levied against Data East by Capcom over alleged similarities to Street Fighter II that made it look too similar. The lawsuit was eventually thrown out, but the damage was done in the eyes of the consumer. Despite this, the game has some interesting mechanics, including a stun meter which hinges on you breaking a medallion on your opponent’s body, requiring you to target that specific zone on the body.
Continuing its schedule of post-launch content for the arena brawler, Bandai Namco have announced two more Mobile Suits that will be joining the already-extensive Gundam Versus roster. AGE-2 Gundam from Mobile Suit Gundam Age and Mudrock Gundam from Zeonic Front: Mobile Suit Gundam 0079 will be launching in Japan on December 5th, costing 602 yen.
While it’s great to see Bandai Namco supporting Gundam Versus post-launch, my heart still longs for Tequila Gundam and Nether Gundam to finally be playable. The publisher have also released some new trailers showing off Atlas Gundam from Mobile Suit Gundam Thunderbolt and Zeydra from Mobile Suit Gundam Age. These two Mobile Suits will be released on November 21st in Japan — no news on a Western release date just yet.
Back for another year of top-flight Super Smash Bros. Melee competition, DreamHack have opened registration for DreamHack Winter’s Smash Championship. Acting as the perfect stage for Europe’s top Melee players to show off their skills, this year’s event sports a $10,000 prize pot and events for both singles and doubles.
Singles will run round robin pools, with the top two from each pool making it through to Top 64, while the doubles tournament will be a straight double-elimination bracket. If you are interested in competing, you’ll need to buy a DreamHack Winter event pass, which will give you access to the whole event along with the Melee tournament. The event runs from December 2nd-3rd, so you only need to buy a Saturday and Sunday ticket should you not be interested in arriving on the Friday.
So far, Armada, Leffen and Android have signed up to defend the Swedish homeland, while US Sheik player Swedish Delight has also registered — obviously trying to blend in. For more information about both DreamHack Winter and the DreamHack Smash Championship, check out the official smash.gg page.
One of the easiest ways to exploit low-level Tekken players is to simply use strings that have lows in them. Law’s Junkyard, Kazuya’s jab low, and more are all examples of common strings that seem powerful at first, but evaporate into a mist of uselessness once you discover how to low parry on reaction.
Scallywag 93‘s latest video organizes some of the most common of these “fake” strings for you, the new Tekken player, to reference and practice against. With time, patience, and a down-forward tap on your arcade stick, you can turn these seemingly annoying strings into a liability.
GFuel’s Hyungsuk “Verloren” Kong first made his appearance in Street Fighter V on Korea’s Street Fighter Crash last year. He ultimately finished with a 2-2 record, beating only Shinji840 and Momochi as his team failed to advance from their pool.
To say that his work in the last year has changed his fortunes in fighting games goes without saying — not even an afterthought in the race for Capcom Cup last year, the Cammy player has found his way into the tournament in the top half of the bracket. As the lone Korean representative in the bracket (the last chance qualifier may change that) he has big shoes to fill. Filling the role of Infiltration — a former champion when the series emerged during the Street Fighter 25th Anniversary event — is a tough ask. Players from the country such as Saint, JDCR, and Knee also dominate the Tekken circuit, so Korea has high hopes for every esports competitor in every genre they compete in. Will Verloren live up to the gold standard?
Stinging Like a Bee
Earlier in the series, I discussed how fellow Cammy main Kazunoko took a very stable approach to the character. While he is able to use all of her tools well, he relies on a lot of spacing to make things work. If you haven’t seen Verloren play, you should take what you know about Kazunoko, and throw it out the window.
While Kazunoko can space out a large swath of the match, Verloren uses the spacing game as a tool to set up his approach. While Street Fighter V is obviously a game that revolves around the corner, no other Cammy fights to get to the corner like he does. If he gets a touch, it’s hard to outwork him. He has incredible footsies, great reactions, and amazing frame traps — including the standing short, standing roundhouse sequence that seems to catch everyone in a crush counter situation.
Importantly, his anti-air game is tough to top. While anti-airs are far and away more situational across the board in this game than other games, Verloren seems to have this on lock. His utilization of back strong, standing roundhouse, and DP is top notch, and if you actually get a jump-in on him, mark the date that it happened on your calendar in red. You don’t get away with these often against Verloren, which only gives him more time to approach.
Strength in Numbers…
Powered by his sponsorship from GFuel, Verloren has been able to do a lot of traveling this season, and it has paid off. Starting off the year with a top 8 at Final Round XX, he was able to tack on five more top 8s in twelve events he went to on the CPT. In non-circuit events, he was also able to take a tournament in Dubai that featured fellow Capcom Cup qualifier Big Bird, and narrowly missed out on the top 8 at Brooklyn Beatdown.
This shows a consistency you don’t see every day. Each weekend that there’s a tournament, Verloren finds himself in the hunt for top 8.
… But Not in Wins
The problem with Verloren is his ability to close out tournaments. Yes, he won in Dubai, but his closest competition in that tournament would arguably be AngryBird and Big Bird. The rest of the top 8 was a mixture of lesser known names. While any tournament win is great, Verloren took this tournament in the United Arab Emirates while the rest of the competitive world was fixated upon Canada Cup. How much bragging rights does this lend itself to?
Outside of this, he’s simply struggled. His highest finish beyond Dubai was second in an Evo qualifier in Korea and second at Battle Arena Melbourne to a then streaking Bonchan. The rest of results read as a string of fifths and sevenths, which only lend to consistency to get to the big stage. Once there, it’s a different story.
One of the biggest tells of his inability to close came at SoCal Regionals, where he made it to top 8 on Winners side. He then quickly exited the tournament, losing to Yukadon and MenaRD in his only two top 8 sets. Fellow Korean Cammy NL was able to dispatch the latter, but not the former, suggesting that Verloren either simply didn’t have the answer to MenaRD, or didn’t have the mental fortitude to make it work in the high-pressure situation.
It also is worth noting that — despite the controversy surrounding the match itself — at Evo 2017, Verloren missed out on top 8 in a big match against Filipino Champ. While it’s possible that the delays in the match due to the issues faced on stream caused him to lose focus, game one of the match already saw him struggle.
And there you find a flaw. In Korea, he has one of the best Dhalsim players in the world to train against in Save. He also has two of the best Birdie players to spar against in XYZZY and Do U Know Kimchi. However, when up against it in high-pressure situations, Verloren seems unable to truly apply what he learns in these sessions to beat his adversaries in tournament. While you could make arguments that FChamp and MenaRD are better than their Korean counterparts, their styles aren’t different enough from what Verloren faces in Korea for him to be thrown off.
Final Thoughts
I’m sure Verloren gained some confidence in Dubai in winning a tournament. That will certainly help him going into Capcom Cup 2017, but is a smaller event victory enough to take down the big one?
That is unlikely. He’s still unproven under the highest amount of pressure. Capcom Cup will be unlike anything he’s faced before, as he now has to contend with every single match being a high-pressure situation. If he’s able to hold it together, I expect him to finish just inside top 8. If not, we could see Verloren crack early.
The last weekend marked some excellent competition for the anime scene. Team St1ckbug organized “Yabai Invasion,” a special event for Guilty Gear Xrd REV 2 and other games, inviting top competitors from across the United States. Several players were flown in thanks to the generous help of the fighting game community.
Undoubtedly, Guilty Gear heads (and not only) will appreciate the tournament, especially since so many skilled players entered. Below you’ll find footage of the event’s tight top 8 featuring very close battles. The top 8 includes:
Don’t miss any of the action going down in Boston at the Capcom Pro Tour NA Regional Finals!
The best Street Fighter V players — and their fans — from across the country are converging on Boston this weekend for the Capcom Pro Tour North American Finals at Red Bull Battle Grounds. This is the final Street Fighter V qualifying event in North America before the world’s Capcom Cup 2017 finals in December — so you know it’ll be chock full of incredible action and high-level play. If you won’t be there in person, you can still watch the battle live via the Capcom Fighters Twitch channel!
Tune in Saturday, November 18 starting at 9:00 AM PT to catch hundreds of hopeful challengers (both pro and amateur) competing in the 512-player open bracket tournament for a slot in the grand finals the following day, and Sunday, November 19 at 9:00 AM PT when the top seven players from the Capcom Pro Tour regional leaderboards — and the winner from Saturday’s last chance open qualifier — will then battle in an 8-player bracket for North America’s top Street Fighter V spot.
Fans who watch the livestream will get “inside access” to the tournament, with two wireless cameras capturing all of the nail-biting moments. Interviews with the eight players who qualified for the CPT NA Finals will also be shown on the second day. Industry luminaries from last year’s Red Bull Battle Grounds are scheduled to return (including host Joshua Gray) and commentary will be provided by UltraChen TV, Tasty Steve, and Sajam.
Alongside adding new fighter Misango, ARMS‘ version 4.0 update also adds a new mode and a number of balance changes. For those interested in these changes, Nintendo has finally released the complete list.
First up is the new mode. Called “Party Crash,” the new mode is a limited-time event similar to the standard Party Match. The hook here is that playing the mode constantly earns a player levels, which then allow them to unlock badges and in-game prize money.
As for the balance changes, some tweaks have been made to team battles. Specifically, the rope connecting two teamed players has been increased in length; however, Arms speed in team mode has been decreased. In addition to this, a number of character-specific tweaks have been made as well.
You can check the complete patch notes below.
ARMS 4.0 patch notes
Added new fighter “Misango.”
Added new ARM “Scorpio.”
Added new ARM “Skully.”
Added new ARM “Glusher.”
Added new stage “Temple Grounds.”
Added online event “Party Crash.”
A different take on the usual Party Match, presented for a limited time by ARMS Labs.
The more you play the more your level will go up, and you’ll be rewarded with badges and in-game prize money!
There’ll be an in-game notification when the event gets close, so don’t miss it!
When conditions for acquiring a badge are satisfied within a match, a “You got a badge!” message will now display at the end of the match.
In “Customize Controls” you can now press the + button to reset controls to their default settings.
Increased the length of the rope conjoining allies in team battles.
Decreased ARM speed in team battles.
Adjusted the abilities of certain fighters and ARMS as follows.
Fighters / Arms
Adjustments
Ribbon Girl
She’s been working on her air game. Air dash movement speed increased.
She’s more comfortable in the air. Normal dash speed decreased.
Adjusted camera for better visibility during a quick drop.
Min Min
Increased normal ARM size.
Kid Cobra
Adjusted camera for better visibility during a charge dash
Helix
Fixed issue where a high jump couldn’t be done when jumping on a trampoline in extended form
Master Mummy
Fixed online play issue where rush would be triggered at the end of a throw
Byte & Barq
Decreased movement speed when dashing
Twintelle
Adjusted the deceleration factor when slowing down ARMS
Revolver
Increased extension speed of 1st and 2nd rounds
Retorcher
Increased extension speed of 2nd and 3rd rounds
Homie
Increased retraction speed
Whammer
Increased homing
Roaster
Fixed issue where rush gauge did not decrease when inflicting flame
Popper
Increased retraction speed
Chakram
Decreased expansion rate for charge attacks
Thunderbird
Decreased speed of charge attacks
Decreased homing