Capcom Cup 2018 Analysis: Will Justin Wong finally make top 8?

Justin Wong has been known to be “accursed” at Capcom Cup. Prior to 2017, he went 0-2 in every Street Fighter V tournament at the event. It was almost as though Justin was unable to perform with the immense amount of pressure an invitational event provided. Last year changed all of that, as he managed to improve on his meager results at Capcom Cup. Taking a set over Haitani, he was able to improve his record to 1-2. Now, with the winless monkey off of his back, can Justin go further in the bracket this time?

sfv cfn menat close

Turtle Power

This year, Echo Fox|Justin Wong has corrected his biggest mistake. Once known to be one of the most passive players on the circuit, his turtle style had always frustrated his opponents into submission. As of Street Fighter IV, Justin made a dramatic shift in his play style, becoming highly-aggressive with his Rufus play.

sfv karin rekkaThis transferred over — to his detriment — in Street Fighter V with Karin. Being unable to play her in a passive style, he had to continue a rushdown style of play that didn’t fully suit him. It often appeared that Justin would be perplexed on how to deal with scenarios just simply based on being consistently outside of his comfort zone.

That began to change as of March, when Canada East Championships first saw him using Menat full-time. Finding that she had all the options to play a passive, spacing-based game, Justin’s stock rose. This character has fit him in a way that we haven’t seen in a long time.

With only a handful of exceptions — once at Toryuken, and another time at DreamHack Montréal — Justin has rarely strayed from his newfound main. But when he has — picking Falke against Problem X, or picking Karin against NuckleDu — he has had calculated reasons for doing so that ultimately worked out.

sfv falke opening

Wong Is Factoring Out

And this shift in his playstyle has led to him having his best season on the circuit ever. Where Justin had so often failed this year, he was able to find success.

While he had been able to take Ranking events last season — and continued to do so this year, winning Toryuken for the second year straight, as well as winning DreamHack Austin — he had failed to take down Premier after Premier event over the course of Street Fighter V. This changed this year in a twist of near déjà vu.

At DreamHack Montréal — now a Premier event — Justin found himself once again up against NuckleDu, in an epic battle of character picks and counter picks. As opposed to last year, he came out on top, clinching his first Premier event of his circuit life. With 99% of his play stemming from his immaculate zoning game with Menat, it shows how far the character can take him. And, in the unlikely event it doesn’t pan out, he can switch off to his more-aggressive Karin should he need to go that route. The two polar play styles that he is now capable of makes him an extra threat, compared to the one gear that we typically expect of him.

sfv menat soul sphere

After Montréal

But the problem I feel for Justin is how he’s been able to follow up his performance, in Montréal. While we were proven emphatically last year that the run-up to Capcom Cup is not the penultimate indicator of success at the big dance — Dogura won Canada Cup last year, and yet was unable to crack top 16 — it shows where your strengths and deficiencies lie. And there’s been some cracks in his defensive walls.

At Canada Cup, he had one of his closest sets ever against Xiaohai to put him into Losers Bracket. While as of the time of writing Capcom Fighters has yet to upload the matches, several crucial rounds came down to the clock, with Xiaohai losing simply by misjudging the lifebar by a pixel and losing. The runback on Losers side, however, proved to be far more convincing, as Xiaohai just dominated Justin.

Similar happened at North American Regional Finals, where NuckleDu — having cut it close at DreamHack Montréal against him, brought out a brand new character in G to take two quick games off of Justin’s Menat. This shows that when players know how to counter his defense with the right aggression, Justin still falters.

This led Justin, at least in the case of NuckleDu, to play far more aggressive. While it worked in the short term, this only sent Du back to the counterpick game, once again edging him out. So while Justin has been working on his approach to the character, this linear style of play per character is actually a detriment.

The reasons why Sako and Infiltration have done so well with Menat is that they have two gears to their play. They can play aggressive, then hang back and frustrate you in trying to approach them. Justin only tries to frustrate you in your approach. When you have figured out an approach, you’re sitting pretty. This means the biggest thing Justin has to work on is finding new approaches to his character.

sfv menat glow

Final Thoughts

Justin may be on a tear this year, but he’s still going into a lion’s den facing players who have faced him before. If they’ve already figured out how to deal with his style of play, it’s going to be hard for him to surprise them unless he finds a gear he hasn’t had before with Menat. Even trying to go off of Karin to achieve this will only telegraph the style of play he wants to achieve out of the gate.

Barring this, Justin is going to be facing an uphill battle at Capcom Cup. Yes, he may be on the somewhat weaker end of the bracket with Verloren, and will likely see himself improve on his 1-2 record this year. To take it all will take a crazy amount of preparation before he plays everyone in his Vegas backyard.


CAPCOM CUP 2018 ANALYSIS SERIES

capcom cup 2018 poster

Kenshin’s and Shishio’s swords clash in this latest JUMP FORCE trailer

A few weeks back, Bandai Namco announced that Kenshin Himura and Shishio Makoto from Rurouni Kenshin were joining their upcoming crossover arena fighter JUMP FORCE. Now, they’re giving folks a chance to see them in action with a new trailer.

The trailer below gives us our first look at these two titans of the blade in-game. This includes seeing many of their trademark attacks, including Kenshin’s Kuzu Ryu Sen, and Ama Kakeru Ryu no Hirameki, as well as Shishio igniting his sword, Mugenjin.

Check out the trailer below.

JUMP FORCE arrives on PlayStation 4, Xbox One, and PC on February 15, 2019.

Source: Bandai Namco Europe

Street Fighter V servers down for maintenance today, adding Holiday and Resident Evil costumes

The holidays begin in SFV later today — after the usual server outage.

With new content comes the usual server maintenance for Street Fighter V — and so, online services will be unavailable today between 11:00 AM PT and 5:00 PM PT:

This update will add a big batch of costumes to the Shop, specifically the new Resident Evil Crossover Costumes for Urien, Cammy, and Kolin, and the 2018 Holiday costumes for Cody, Falke, Blanka, and Sakura.

Click to view slideshow.
Click to view slideshow.

CFN banner

Source: Street Fighter (Twitter)


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Street Fighter V for arcades gets a new name, new location tests in Japan

We’ve known for some time now that Capcom was finally bringing Street FighterV: Arcade Edition to actual arcades in Japan. Now, we’ve learned that the arcade port is getting a new title, and a new round of location testing.

Instead of just keeping the same name as the home versions (which already have “Arcade Edition” in the title), the arcade version of Street Fighter V will now be called Street Fighter V: Type Arcade. Alongside the announcement of the new name, Capcom has also announced a new round of location tests for this weekend.

The location tests are set to take place from November 30 to December 1 at arcades in Sendai, Tokyo, Kyoto, and Fukuoka. The specific arcades have been listed below.

As with the previous location test, this one will be using Taito Vewlix cabs with USB ports that will accept certain controllers. Specifically listed are the Razer Panthera, HORI Real Arcade Pro Hayabusa, and MadCatz Street Fighter V FightPad PRO.

Street Fighter V: Type Arcade is set to hit Japanese arcades on Taito’s NESiCAxLive system in 2019. In the meantime, check out these news screenshots of the game.

Click to view slideshow.

Source: Taito

The patch notes for this Wednesday’s Dragon Ball FighterZ balance patch have been released and translated

As previously reported, Dragon Ball FighterZ is getting a balance update this Wednesday. Now, the notes for this new balance patch have been released.

For those interested in seeing what’s being changed in this new update, GREATFERNMAN has translated and compiled the change list in English. The patch itself contains a number of general changes and bug fixes. Additionally, it also adds the data for the “Tenkaichi Budokai” mode, Christmas capsules, and the Z Trophy Room.

As for the character specific changes, many of the expected nerfs have arrived, including adjustments to Adult Gohan, Bardock, and Kid Buu. That said, some characters who some players were expecting to get buffed didn’t really get any big changes.

You can check out GREATFERNMAN’s translation of the patch notes (with their own notes on them) below, or on Evernote.

Dragon Ball FighterZ balance changes (by GREATFERNMAN)
All notes from GREATFERNMAN are italicized.
New Modes:
“Fighterz Tenkaichi Budoukai” added
    Initial exhibition dates will be announced in the future
“Christmas Capsules” added
    Available 12/5 to 12/31
“Z Trophy Room” added
System Mechanics:
Super Dash:
Fixed a bug where your characters position (left or right) affected the trajectory of super dash
Fixed super dash not ending immediately when it clashes with other moves
Fixed super dash’s trajectory acting strange when the opponent vanishes
Super Dash, Z Change, Guard Cancel Change:
Fixed a bug where the character immediately landed after hitting an opponent near the ground
Z Change, Guard Cancel Change:
Made hitstop on block the same as super dash
Guard Cancel Change:
Takes smash on hit
Increased recovery on hit
Increased untech time on hit
Z Assist:
You can no longer call a Z Assist in the same situations where you cannot Z Change (e.g: after blocking or taking damage)
Air Dragon Rush:
Added Head property
Vanish:
Fixed Z Change’s trajectory becoming weird when vanished against
Ground Dash:
Special moves can be done during the startup of dash now
Dragon Balls:
When a character is KOed, the game will now show how many dragon balls there are
Special Move Inputs:
Made it so special moves have input priority over Z Reflect when inputted at a specific timing (probably to make inputs easier)
K.O Cinematic:
Fixed a bug where the animation continued when killing an opponent with a cinematic move

Characters:
SSJ Goku:
236L/M (Ground): Removed Head property
(A move having Head property means that Head invulnerable moves (2H, etc) will be invulnerable to it. This means that Goku’s 236L/M now cannot be invuled through with 2H)
SSJ Vegeta:
j.2H: Added more horizontal travel distance
Piccolo:
2S: Decreased startup. Increased hitbox
Assist: The orb no longer disappears during cinematics as long as Piccolo is still on screen
236L (Ground): Wall bounces on hit now
j.236L/H: Decreased startup. Changed the falling speed on hit. Increased untech time
3/6S: Increased hitbox. Knocks opponent back on hit. Changed effect on hit
3S: Decreased startup
Teen Gohan:
5LL: Changed the amount of vertical distance gained. Increased untech time. Added landing recovery
5LLL: Changed the movement speed. Changed the effect on hit. Increased untech time. Made the move Head property.
2S/j.S: Fixed a bug where the ki blast would not explode when hitting things like barriers
Frieza:
5LLL: Fixed a bug where the cinematic would play out in an odd way
214S: Changed the effect on hit if it hits on the way back
OTG lvl3: Changed the situations and timings during which the super can be done. Increased startup. Increased damage
Ginyu:
5LL: Decreased startup
5LLL: Made it possible to cancel into S moves during the Z Combo
Trunks:
236L/H (Ground): Removed Head property
Lvl3: Increased grab range
Cell:
2S: Made the initial hitbox larger. Blows opponent back on hit
Android 18:
Assist, j.214S: Barrier size increased
22S/j.22S: Can now protect allied Z Assists
Gotenks:
2H: Increased the hitbox on the bottom of the move in the initial frames (probably fixes antiairing teen gohan, kid buu, etc)
214S: Fixed a bug where the move would act strangely when it hit an assist
Lvl3: Recovery until landing on hit
Krillin:
j.2S: Fixed a bug where the ki blast would not explode when hitting things like barriers
236X/j.236X: Increased untech time
214S: Reduced recovery on whiff or block
Kid Buu:
236L (Ground): Increased startup
j.236LM (Air lvl1): Increased untech time if it hits on the way down. Made it cross up less often after hitting
Fat Buu:
5M: Push back reduced
5H: Decreased startup. Changed movement speed. Upper hitbox reduced
Nappa:
214L/M (Saibamen): Total duration decreased (Nappa recovers faster from plant)
214S: 2nd hit startup decreased
Android 16:
Z Assist: Blockstun decreased
214S: Made it a multi hit move
236S: Decreased startup. Recovery on whiff decreased
Lvl3: Fixed a bug where the last hits could be blocked when Ultimate Z Changing at a specific timing. Changed opponent’s distance after hit
Yamcha:
214X/j.214x: Untech time increased
All Wolf Fang Fist moves: Made it easier to combo airborne opponents
Tien:
214X/j.214X: Reduced landing recovery
Lvl3: Altered the damage distribution of the followups
Adult Gohan:
5H: Increase push back on block. Removes momentum
2H: Reduced the amount Gohan moves (probably doesn’t rise as high)
236HS: Increased damage when charged
Lvl3: Fixed a bug where the opponent would appear in the cinematic
Hit:
236LM/j.236LM: Changed the timing where Ultimate Z Changes are doable. Increased damage and changed the effect on hit when the cinematic does not play
236LM (Ground): Hitbox increased above
j.236LM: Changed effect on hit
Lvl3: Fixed a bug where Z Changed could be done at the same time as supers after this move hit the opponent
Goku Blue:
214M/H: Now teleports before attacking. Increased startup
236L/M: Reflects ki blasts earlier now
Vegeta Blue:
j.2H: Increased horizontal movement
214X/j.214X: Reflects ki blasts earlier now
Beerus:
214X/j.214X: Decreased startup. Increased movement speed
236S: Decreased startup. Decreased total duration
214S: Decreased startup. Added armor property during the middle of the move
Lvl3: Recovery on hit decreased
Goku Black:
236LM/j.236LM: Increased damage
236HS/j.236HS: Changed effect on hit
Android 21:
5M: Push back decreased
214S (Green) (Barrier): Can now protect allied Z Assists
Air Lvl3: Recovery on hit decreased. Blows opponent back on hit
Bardock:
214X/j.214X: Increased untech time
Lvl3: Increased recovery on hit. Changed distance from opponent on hit
Broly:
2H: Increased the hitbox on the bottom of the move (probably fixes antiairing teen gohan, kid buu, etc)
Various Special Moves: Armor starts earlier now
Vegeto Blue:
j.2H: Jump cancelable
j.236LM: Minimum damage increased
Zamasu (Fused):
5M: Increased movement speed
236S/j.236S: Made it easier to follow up into 236X/j.236X after
Lvl3: Fixed a bug where the hit effects would look weird in certain situations
Base Goku:
236LM (Kaioken): Increased buffer time on the follow ups
Kaioken (M follow up): Added invulnerability during the spin
Kaioken (S/2S follow up): Decreased start up
Base Vegeta:
2S/j.2S: Decreased recovery
j.2H: Decreased recovery. Decreased active frames. Decreased horizontal movement
Android 17:
236LM: Fixed a bug where the hit effects would look weird in certain situations
Cooler:
Assist: Fixed a bug where Cooler would not push the opponent back
j.236LM: Fixed a bug where the cinematic would look weird when this move killed

Sources: Dragon Ball FighterZGREATFERNMAN

Fighting Tuesday 38 streaming live tonight from Red Bull Gaming Sphere Tokyo, featuring SoulCalibur VI, Tekken 7, & Dragon Ball FighterZ

Tokyo’s best battle weekly for dominance in Bandai Namco’s hottest titles!

Fighting Tuesday, presented by ANIMEILLUMINATI, sees fierce competition from some of Japan’s best players in SoulCalibur VITekken 7, and Dragon Ball FighterZ, and is held weekly at the Red Bull Gaming Sphere Tokyo. You can catch it every week on ANIMEILLUMINATI’s Twitch channel — and check out the VOD archive on JIYUNA’s YouTube channel!


Fighting Tuesday 38 begins at 7:00 PM JST (3:00 AM PT). Look for the bracket on Challonge; for more details check out JIYUNA on Twitter or search the #FightingTuesday hashtag.

Watch live video from ANIMEILLUMINATI on www.twitch.tv

red-bull-gaming-sphere-tokyo


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SoulCalibur VI’s Maxi melts life bars in this Double Dragon-themed combo video

Maxi isn’t one of the more well-represented characters in the zoning-heavy meta of SoulCalibur VI right now. That’s probably a shame because, as LegendaryWolf Shirou shows off for roughly 8 minutes, this character has a variety of high-damage, flashy combos.

Whether at the wall, off a guard crush, or just from a correct loop guess, Maxi can turn some surprising situations into round-stealers. He’s also one of the very few characters in the game that can land multiple CE’s in one combo, thanks to his ability to modify the initial hit into a  juggle state.

Source: LegendaryWolf Shirou


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What if Skullgirls was the Fifth Fate in BlazBlue: Cross Tag Battle?

Arc System Works is keeping quiet about the future of BlazBlue: Cross Tag Battle, having teased that a fifth franchise is coming to the collaboration at some point. The company has previously teased about which franchises they might want to work with, among them Avatar: The Last Airbender and Skullgirls, which they publish in Japan.

A fan took it upon themselves to showcase how a fight between existing characters in BBTAG and the Skullgirls would look like. Though not entirely finished (missing a background and such) it’s a pretty neat “concept video” displaying a choreographed battle. They expertly use sprites from both franchises as they match Ragna and Ruby against Painwheel. Yosuke, Yu, and Yang step in, aiding the two scythe warriors. We also get to see what a possible opening between Filia and Ragna would look like; other Skullgirls characters also show up.

Check it out below. Would you be happy if Skullgirls made it into the cast? Let us know in the comments.

Source: XxZackAttack27xX


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Dragon Ball FighterZ World Tour Saga 6: Japan Round results

ARC REVO Japan 2018 wasn’t the only source of high-level Arc System Works fighting game action this weekend, as the 6th Saga Event of the Dragon Ball FighterZ World Tour, the Japan Round, took place from Tokyo, VR Zone Shinjuku, Japan, with over 150 mighty warriors from all across the globe gunning for the Six-Star Dragon Ball and a guaranteed spot in the World Tour Finals in January.

Results

dbfz-dragon-ball-fighterz-tournament

Dragon Ball FighterZ

1. GGP|Kazunoko (Gotenks/Adult Gohan/Yamcha) – Wins the Six-Star Dragon Ball
2. CO|Fenrich (Cell/Bardock/Super Saiyan Vegeta) – Will be flown to the Last-Chance Qualifier
3. DNG|Tachikawa (Android 18/Hit/Frieza)
4. Chou (Captain Ginyu/Bardock/Super Saiyan Goku)
5. Acqua (Captain Ginyu/Android 16/Tien)
5. PONOS|Moke (Bardock/Kid Buu/Trunks, Kid Buu/Bardock/Trunks)
7. Maddo (Adult Gohan/Android 16/Yamcha)
7. CO|Dogura (Kid Buu/Android 16/Super Saiyan Goku)
9. Verdane (Cell/Broly/Super Saiyan Goku)
9. KoreanWrestlingMan (Android 18/Android 16/Super Saiyan Vegeta)
9. TNJ (Bardock/Adult Gohan/Super Saiyan Goku)
9. VGIA|Shanks (Android 18/Adult Gohan/Super Saiyan Goku)
13. Waka (Super Saiyan Vegeta/Android 16/Goku Black)
13. PONOS|Garireo (Bardock/Goku Black/Android 16)
13. Ikura (Kid Buu/Cell/Super Saiyan Vegeta)
13. Aixy (Android 18/Super Saiyan Vegeta/Super Saiyan Goku)
17. Musui (Super Saiyan Vegeta/Android 16/Kid Buu)
17. BNBBN (Kid Buu/Bardock/Super Saiyan Goku)
17. BOSS
17. AE|Pekos (Kid Buu/Bardock/Android 16)
17. Matoi (Android 21/Bardock/Super Saiyan Goku)
17. USGYgaru (Bardock/Goku Black/Android 16)
17. Tahichi (Gotenks/Teen Gohan/Tien)
17. Inuchiyo (Gotenks/Bardock/Android 16)
25. bc|Apologyman (Piccolo/Tien/Super Saiyan Goku)
25. Eda (Gotenks/Majin Buu/Android 16)
25. Kana (Kid Buu/Bardock/Super Saiyan Goku)
25. Korossasu (Cooler/Goku Black/Broly)
25. Masayan (Adult Gohan/Android 21/Bardock)
25. Kindevu (Gotenks/Android 16/Bardock)
25. Ruby (Adult Gohan/Android 16/Super Saiyan Goku)
25. Kaimart (SSGSS Vegito/Teen Gohan/Kid Buu)

The next stop on the DBFZ World Tour’s calendar will be the final offline Dragon Radar Event, DreamHack Winter 2018 from Jönköping, Sweden, running from Friday, November 30th to Monday, December 3rd. Then it’s time to decide the fate of the final Dragon Ball, with the seventh Saga Event, CouchWarrirors Crossup, in Coburg North, VIC, Australia on the weekend of December 15th. Registration is live at smash.gg.

Source: dragonballfighterz

Learn how to manipulate wall juggles with the many options of SoulCalibur VI’s Raphael

SoulCalibur VI has been incredibly kind to Raphael players. While he might still have his by-design weakness to sidestep, SC’s original fencer racks up damage in surprising areas he’s never been able to before. He has exceptionally good punishment, lockdown pressure, good launchers, and perhaps most importantly, insane potential off wall splats.

That latter point is illustrated in the latest in-depth tutorial from LimitBreakGamingAndJapan, whom shows off the variety of highly technical conversions Raphael gets off of his many wall-splats. Going through these wall combos will also teach you a lot about his unique links and Prep cancels — and how this incarnation could be the strongest Raph has ever been.

Source: LimitBreakGamingAndJapan


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