Go1 talks to Capcom Fighters about Menat and why he believes Laura does well in tournaments

CO|Go1 has done very well since his emergence into the international scene last year. Scoring an Evo 2016 and Capcom Cup 2016 top 8 appearance, he has became a fixture on the circuit, and looks poised to once again reach the big stage in California at Capcom Cup 2017.

Matt Edwards talked to Go1 at EGX and they discussed his recent switch to Menat, which Go1 cites as being due to playing similar characters in other games. Go1 also postulates that shorter sets allow for Laura players to see more wins than usual, due to the differences in playstyles between Lauras which makes them difficult to read in the short term.

Source: Capcom Fighters

Marvel and Capcom discuss how they brought the gameplay to life in Part 3 of Marvel vs. Capcom: Infinite BTS

Marvel Entertainment’s behind-the-scenes look into the development and creative process of Marvel vs. Capcom: Infinite continues with Part 3, “Bringing the Game to Life.”

Once again, the game’s producer Mike Evans and Capcom Associate Brand Manager Brett Elston are joined this time by the Senior Producer of Marvel Games, Danny Koo, who specifically touched on something that’s proven to be a rather polarizing topic in the community: the new character themes.

“[The] Capcom side has their original theme music, and the natural course of action is to remix them and bring it more current, and on the Marvel side, we have decided that it should be classical influenced with rock, to make it more cinematic modern. With that in mind, we worked with the audio director and composer in Japan [Audio Director Kaori Oshima, Sound Designer Hiroshi Tamura, Audio Associate Producer Koutarou Hosoka and Kutan Kanno, who was in charge of sound design and implementation] and tried to understand each character’s personality in how we craft each piece.”

We also get a look at the original storyboards and initial animation from one of the first scenes in the Story Mode: where Ultron Sigma is fending off both Iron Man and Captain America during the initial battle we see in Xgard 88 days after the Convergence.

Evans then speaks on tuning the characters to ensure authentic gameplay, and the desire to push the game’s graphics forward on a new generation of consoles. This lead to the decision to abandon Marvel vs. Capcom 3‘s internal MT Framework engine to make full use of the graphical power of the Unreal Engine, which is seen in many top modern games in the fighting genre. They also discuss the wealth of modes in the game, which is much more robust than what Street Fighter V currently offers.

Brett Elston closed the piece by driving home how central Marvel’s six Infinity Stones are central to the entire MvC:I experience.

“So the Infinity Stones are central to everything in the game. They are a huge gameplay component, like when you strip all the story away, and you just get down to the nuts and bolts of this 2v2 fighting system — even after you pick your team — you still need to pick a Stone that either accentuates one of your strengths, or makes up for a weakness that you think your team might have.” Evans also added that, “The Infinity Stones are a huge core pillar to the gameplay. It’s one of the main aspects of the game that is really pushing it forward, and is different from anything we’ve done in the Versus series. We’re really excited to see how players take that, and just, you know, expand on the creativity and develop their own unique playstyle with the Infinity Stones.” You can see the entire 3-minute clip below, as well as links to the previous two parts of this series.

Marvel vs. Capcom: Infinite is currently available on PlayStation 4, Xbox One and Steam PC.

Source: Marvel Entertainment

Early jumping heavy punch alters your trajectory and hurtbox in Street Fighter V, can avoid chip-death scenarios

Here’s the scenario: you have a pixel of health left, no meter to spend, and Street Fighter V‘s Akuma does his Critical Art in an attempt to kill you with chip damage. What do you do?

KaZey77‘s found a surprising and creative answer for this situation: certain characters can do an early jumping heavy punch and completely avoid the super all together. For these characters (Ken, Ed, Bison, Vega, and Nash. This also applies to Laura’s jumping heavy kick), this technique alters their jump arc and hurt-box just enough to shimmy out of the situation.

Source: KaZey77

Slap away newcomer’s projectiles with Braixen’s Light Screen in Pokkén Tournament DX

The fire fox of Pokkén Tournament, Braixen, was nerfed in the transition from the Wii U to the Switch. Don’t make the mistake of thinking that the character that won Evo is unusable now, though — particularly if you’re playing a new character versus her.

In Double_FGC‘s latest video, “Super Light Screen Fighter IV – Arcade Edition”, he breaks down the strength of Braixen’s “Light Screen” counter versus the new cast. If you’re new to Pokkén, the Light Screen is one of the most powerful and unique counters in the game: it completely removes non-beam projectiles (even some counter piercing ones!), and has counter properties versus all over attacks.

If you’re close and the Light Screen counters an attack, you even get a crumple state. If all that’s not enough to impress you — it’s safe, too. In the practical sense; it is technically unsafe at -12 on block, but because of the incredible push-out it has, no retaliatory moves can actually reach her. Light Screen is a high-utility, versatile defense option that you should learn to use as a Braixen player, and be wary of as her opponent.

Source: Double_FGC

Shady_K breaks down Marvel vs. Capcom: Infinite’s pushblock autoguard & how it can save you from high/low mix-ups

With how oppressive offense can get in Marvel vs. Capcom: Infinite many players are likely looking for a way to make defending a bit easier. Well, it seems that the game may have brought an old mechanic back that can help players who’re getting hit by one mix up too many.

In a recent tweet, Long “Shady_K” Tran demonstrated how pushblocking while standing, and then immediately going into crouch, allows players to block both overheads (or mids as the game calls them) and lows at the same time.

The same thing happens when pushblocking while crouching, and then standing.

For veterans of the series, this mechanic seems to works the same way that pushblocking works in Marvel vs. Capcom 2 (as well as in Skullgirls). In that game, pushblocking one way (either low or mid) and then immediately standing or crouching would allow players to block both ways at the same time.

Now, this version of this form of pushblock autoguard in Marvel vs. Capcom: Infinite does seem to have some limits. Shady_K has already confirmed that it doesn’t work against multi-hitting hypers.


This means that tag mixups hidden behind these hypers are still quite effective. That said, this presence of this mechanic alone means that Marvel vs. Capcom: Infinite players have another defensive tool in their arsenal.

Source: Shady_K

Escape the quick loss of stocks against Falco in Super Smash Bros. Melee with these anti-pillar strategies

Falco is one of the best characters in Super Smash Bros. Melee with regard to taking quick stocks. His infamous pillar combo can not only be used for easy scrub kills early on in tournaments, but can also catch unsuspecting veterans off guard if they aren’t prepared to counter it.

What players new to the game don’t know is that this combo can be escaped, and can also open up your own potential to counter him should he be unprepared for your escape. SSBM Tutorials goes over exactly how — by using directional influence — you can escape the combo. It’s also of note that at early percentages, you can hit the ground and immediately punish the pillar combo.

Source: SSBM Tutorials

Revolution 2017 to feature playable Dissidia Final Fantasy NT & Dragon Ball FighterZ builds & presentations

Two more reasons to check out the massive UK fighting game event!

Revolution 2017 takes place this weekend in London, England on October 6-8; the anime-focused fighting game major has already been revealed as the first big tournament for Fight of Gods, and we’ve also mentioned its plans to feature special grudge matches in various titles. It was announced today that the event will also feature playable builds of two hot upcoming games from Bandai Namco and Square Enix, respectively: Dragon Ball FighterZ and Dissidia Final Fantasy NT.

DBFZ logo
Dissida Final Fantasy NT

Presentation details:

Dragon Ball FighterZ

  • First revealed at E3 2017, DRAGON BALL FighterZ has taken both the DRAGON BALL fandom and fighting game community by storm with its gorgeous graphical style and explosive take on 3vs3 team based battles. Developed by Arc System Works, one of the most celebrated developers of classic 2D fighting titles, it delivers an explosive, action-packed game that combines classic 2D fighting visuals with advanced 3D character models that look and feel as if they are ripped straight out of the DRAGON BALL anime series.
  • DRAGON BALL FighterZ will be available for free play all weekend, with a tournament arranged on Saturday the 7th of October.

Dissidia Final Fantasy NT

  • Currently taking Japanese arcades by storm, DISSIDIA FINAL FANTASY NT is the latest version of the action-packed Final Fantasy crossover fighter — heading for PlayStation 4 in January next year.
  • Featured in the Revolution 2017 showcase area in the Rocket Bar at the London Metropolitan University, DISSIDIA FINAL FANTASY NT will be available for free casual play all weekend, with a presentation about the game on the Friday.
  • DISSIDIA FINAL FANTASY and DRAGON BALL FighterZ will also be featured on-stage the Revolution 2017 showcase area, hosted and streamed by Rice Digital.

Source: Rice Digital [press release]

Combos, glitches, and even an infinite abound in our latest Marvel vs. Capcom: Infinite video roundup

With the game barely over a week old, players have been doing their best to explore the possibilities that Marvel vs. Capcom: Infinite‘s engine brings. For this roundup of videos for the game, we take a look at a number of combos, as well as a glitch, and even an infinite combo for the game.

We start off with FINAL SHOWDOWN, who has put out a combo guide for Ryu. The guide specifically covers Ryu’s hurricane kick loops: both a corner one, and the midscreen one that can carry to the corner.

Next up, rooflemonger has released his video guides for Captain Marvel. The first video focuses on her combos — something she seems to have a lot of — including one for players who’re having trouble pulling off her flight combos.

He follows that up with a video dedicated to some tips and tricks for her.

This video from VuVHO shows a combo for X that does its best to use every weapon in his arsenal, including both his special moves, and unique command normals.

For those looking for straight up damage over swag, Krullexneo has shared a combo for Ryu and Gamora, using the Power Stone, that does 11,000 damage. This is enough to take out characters in the game’s highest health tiers.

Pyro Dex meanwhile focuses on optimal bread-and-butter combos for the team of Dante and Morrigan.

Speaking of Dante, a glitch was recently discovered that turned his Stinger into a mid-hitting — or overhead — move, if it was cancelled out of a crouching light kick. XusesGB demonstrates how to reliably invoke this glitch in the video below.

Finally, it seems that we just can’t have a proper Marvel vs. Capcom game without some form of infinite combo. One was recently discovered for Spider-Man, using the capture state invoked by his Web Ball special, and then using a full screen Reality Stone Surge — and a bit of timing to pull it off. You can see this in action in the tweet below by luk_rakku.

While we don’t know if this’ll be patched out (I mean, it’s a Marvel Vs. game after all), that hasn’t stopped players from trying to find ways to set it up. BigSharkZ has shared a video showing how Zero can help set the infinite up for Spider-Man.

Sources: FINAL SHOWDOWN; rooflemonger; VuVHO; Krullxneo; Pyro Dex; XusesGB; luk_rakku; BigSharkZ

The Fighter’s Dojo helps new players continue their climb from Silver to Gold in Street Fighter V

When we last left Frabisaur, he was able to teach a legion of Rookie and Bronze players how to climb their way out of the dredges of Bronze rank to Silver, using some of the absolute basics of learning fighting games. The climb, however, doesn’t stop there — as the goal should always be to go higher.

Frabisaur continues his series by teaching Silver ranked players how to climb to Gold and stay out of Silver. Building on what was learned in the Bronze tutorial, he builds up the technical aspects by teaching how to maximize every opportunity you get, but trains up the mental side of the game by instructing people to always anti-air and close out rounds, and to never willfully corner yourself.

Source: Frabisaur

Capcom to make Street Fighter V and Marvel vs. Capcom: Infinite announcements at New York Comic Con this Friday

New York Comic Con is set kick off this coming weekend, and the event’s official website has just confirmed that Capcom will be in attendance to make some announcements about their two fighting games: Street Fighter V and the newly-released Marvel vs. Capcom: Infinite.

With SFV recently receiving a September update with premium costumes and Cammy’s classic stage, as well as concept art being leaked for five of MvC:I’s upcoming DLC characters, this event seems like the perfect time to show off the final Season 2 DLC character for SFV –– widely believed to be Zeku — as well as what else could lie in store for Street Fighter V. In addition, we’re likely to see some reveal trailers — and perhaps some release dates — for some of Marvel’s DLC characters; NYCC saw the announcements for Street Fighter X Tekken and Ultimate Marvel vs. Capcom 3 in the past.

The official website notes that Capcom will be at the NYCC Live Stage, Booth 174 on Friday, October 6th, from 1:45-2:15 PM ET (10:45 AM PT), with the description of the event reading: “Capcom drops by the Twitch stage to show off the latest content from two of their popular fighting games.” Each game is scheduled for 15 minutes of air time with the Street Fighter V segment happening first. The announcements should be streamed on https://www.twitch.tv/twitch.

What are you most looking forward to potentially seeing from these announcements? Give us your personal predictions in the comments below.

New York Comic Con 2017 takes place October 5-8 at the Javits Center in Manhattan, New York.

Source: New York Comic Con