How to effectively utilize launchers & Tekken 7’s combo structure in episode 3 of Marshall’s Dojo

After covering the topics of character selection, jabs, the “Core 4,” and the throw game on the first two episodes, Frabisaur and AceUnlimited move on to the topic of launchers and the finer points of what makes Tekken’s combo structure unique in the third episode of Marshall’s Dojo.

As Frabisaur’s King training continues, AceUnlimited notes that being airborne is when a character is most vulnerable in Tekken, as there are no Bursts or air escapes that can be found in most 2D fighters. He advises how to find your character’s launchers in the move list, such as King’s Jumping Knee Lift (U4,) by seeing if a move is executed “While Standing,” or if it knocks the opponent off their feet in some form.

After a brief look at the movelist notations, they then transition into setting up juggles, as well as how to utilize Tekken 7’s new Tailspin or Screw mechanic, which replaces the Bound system from previous titles. Lastly, the duo cover proper combo finishers, as Frabisaur begins to master some basic — yet complete — juggles, as he realizes that your instinct after landing a launcher should be going into your Screw attacks, as opposed to settling for panic jabs that cost you damage and positioning. You can see the full video below.

As always, if you have questions or want more information on any of these concepts, hit up AceUnlimited on Facebook or Frabisaur on Twitter. Keep an eye on his stream at http://www.twitch.tv/frabisaur for the occasional episode of Tekken Live, where he will be streaming along with Ace to teach viewers. Stay tuned for episode 4, which will cover the concept of strings and all the options they contain. If you’re looking to brush up on some frame data, you can download the Tekken Chicken app, available on both Google Play and the iTunes App Store.

Source: Frabisaur

Ultimate Marvel vs. Capcom 3’s hidden tricks and secrets, as uncovered by a PC modder

As much as we try to break down and understand the inner workings of a fighting game, oftentimes, its most closely-guarded secrets will never be known — until someone actually looks into the game’s code. Such is the case with Ultimate Marvel vs. Capcom 3, a game whose innermost secrets are only being revealed now that modders are digging into the PC version of the game.

650fosho, who has been working on the UMvC3EX mod for the game, recently posted to reddit detailing certain things he’s discovered. Some of these are simple bits of data that haven’t been covered in previous guides, such as the official one from BradyGames (often called the UMvC3 “Bible”). These include all the restrictions on Iron Man’s dashes that make it awkward (his forward ground dash has no momentum until frame 5, and has a restriction that prevents plink dashing until frame 10).

Other bits of data include how some inconsistencies with the classification of certain attacks, as well how different moves with charge times work in the game. On the latter, while charges need to be held for a certain number of frames, they’re also only registered after a number of frames have past. For example, Thor technically only needs 10 frames to charge Mighty Strike, however the charge only registers after 14 frames, making it a 24 frame charge. Speaking of Thor, his air dash has a height restriction based on his hurtbox. It’s the size of his hurtbox combined with this height restriction that keeps him from moving like other characters with 8-way air dashes like Magneto.

One more interesting thing that’s been discovered is how different characters have different knockdown times off their air S in an air combo. This is why it’s impossible to hard tag into an OTG with some characters, while some characters have it easier. The former usually have their knockdown times nerfed compared to the latter, who usually have it at the default setting.

Of course, these are just some of the things that have been discovered. Head on over to the r/MvC3 subreddit for more!

Source: r/MvC3

Super Nintendo Entertainment System Classic Edition announced, includes Street Fighter II Turbo: Hyper Fighting

The SNES is coming back — though a little smaller.

snes mini hand

The NES Classic Edition — a miniature version of the original Nintendo Entertainment System, pre-loaded with lots of classic titles — was a hot ticket item late last year, selling out fast. Nintendo have now officially announced their follow-up: the SNES Classic Edition is set to follow in its predecessor’s footsteps, featuring 21 games and two controllers packed-in and ready to go.

snes mini pads

The SNES/Super Famicom console generation is notable for fighting game fans, as it included the arrival of the home version of Street Fighter II that started many players’ forays into the genre. The SNES mini doesn’t include the historic original release, but Street Fighter II Turbo: Hyper Fighting instead. Fighters aside, it also includes the long-lost previously-unreleased StarFox 2, certain to ramp up demand for this device even more!

Many SNES games are huge classics in their respective franchises. The SNES Classic Edition includes:

  • Super Mario World
  • Super Mario World 2: Yoshi’s Island
  • Super Mario Kart
  • Super Mario RPG: Legend of the Seven Stars
  • The Legend of Zelda: A Link to the Past
  • F-Zero
  • Super Metroid
  • Street Fighter II Turbo: Hyper Fighting
  • Super PUNCH-OUT!!
  • Super Castlevania IV
  • Donkey Kong Country
  • Mega Man X
  • Kirby Super Star
  • Kirby’s Dream Course
  • Final Fantasy III [Final Fantasy VI in Japan]
  • StarFox
  • StarFox 2
  • Contra III: The Alien Wars
  • Secret of Mana
  • EarthBound
  • Super Ghouls ‘n’ Ghosts

The Super Nintendo Entertainment System Classic Edition is scheduled to arrive September 29, 2017, for $79.99 USD.

snes mini main

Source: Nintendo

Dantarion’s TOOLASSISTED bot is now terrorizing Tekken 7 (and providing valuable hitbox displays, too!)

Dantarion, the mastermind behind the popular Street Fighter bot TOOLASSISTED, is retooling and unleashing this beast onto Tekken 7.

And as hilarious as it is watching ranked players figuring out they are fighting the matrix, not all of Dantarion’s efforts are for trolling laughs. Behind the scenes, he’s gathering up frame data and breaking down the game’s mechanics and hitboxes. Anyone that’s used his frame tools for Street Fighter know how valuable his work can be for high-level players.

Though compiling a website hitbox viewer for Tekken 7 like he has for Street Fighter is likely impossible, it’s clear he’s working towards some form of release for this information. In the mean time, you can check out more of his work on his YouTube, Twitch, or Twitter.

Source: dantarionX

Marvel Games’s Jay Ong on their changed approach to games, and how that affects Marvel vs. Capcom: Infinite

While we’ve heard a lot about Marvel vs. Capcom: Infinite from Capcom, we haven’t really heard as much yet from the Marvel regarding the upcoming fighter. At E3 2017 however, Gamesindustry.biz’s Brendan Sinclair got a chance to talk to Marvel Game’s Jay Ong regarding Marvel vs. Capcom: Infinite and the rest of their portfolio.

The main thing that Ong discussed was how they’ve changed the way they license games, and work with their licensees. The gist of it is that they want their relationships to be for the long term. Ong specifically mentions the three big games they have on the horizon: Insomniac’s Spider-Man, Square-Enix’s untitled Avengers game, and of course Marvel vs. Capcom: Infinite. As part of this, Ong also stated that they’re no longer handling licenses like they used to — where they’d give a company exclusive rights to one character or IP. This also means that they’re looking more into pushing games that feature the entire Marvel Universe.

One other thing Ong mentions is that Marvel wants to take advantage of the industry-wide shift into the games-as-a-service model. Specifically, Ong states that they believe that Marvel is in a position to take advantage of this thanks to the depth of their IP. He compares it as akin to “feeding the hungry beast.”

This, of course, applies to Marvel vs. Capcom: Infinite, which is one such project that looks to be primed for this — because both companies share a similar depth of IP. “And what we talked about earlier with games-as-a-service, we certainly expect Marvel vs. Capcom to be that,” states Ong. “There’s going to be content released over time. We’re not seeing this as a one-off that ships this fall; it’s a service that goes on for years. Therefore, if you look at it, content and new characters are going to be dropped over time, and I think fans will be happy with what’s going to be dropped, not just in September but going on from there.”

When asked about the possible exclusions of certain fan-favorites, specifically those associated with the X-Men and Fantastic Four, Ong brought up the fact that the roster still hasn’t fully been revealed. “We haven’t officially released the roster,” Ong states, “let’s just say we think our fans will be pleased with what’s being announced.”

Source: Gamesindustry.biz

Street Fighter V still leads Evo 2017 registration numbers; Tekken 7 & Ultimate Marvel vs. Capcom 3 on the rise

Meanwhile, Smash holds strong to second place!

As registration draws near to closing for Evo 2017, Joey “Mr. Wizard” Cuellar gave us another peek at the comparative registration standings for each main event. Here’s how the registration count for each game currently stacks up:

  1. Street Fighter V
  2. Super Smash Bros. Melee / Super Smash Bros. for Wii U [tied]
  3. Tekken 7
  4. Guilty Gear Xrd REV 2
  5. Injustice 2
  6. Ultimate Marvel vs. Capcom 3
  7. BlazBlue: Central Fiction
  8. The King of Fighters XIV

Since the prior list provided just over a month ago, registration for Tekken 7 and Ultimate Marvel. vs. Capcom 3 have increased relatively, bumping them each up a notch on the list. Surely Tekken 7‘s release and positive reception have had an effect; has news on Marvel vs. Capcom: Infinite done the same for UMvC3? Whether you’re registered for the former iteration or not, you’ll be able to try Marvel vs. Capcom: Infinite‘s VERSUS demo at Evo this year.

Only five days remain to register — or add games to your registration — for Evo 2017 on smash.gg. Don’t miss your chance!

Evo 2017 takes place at Mandalay Bay in Las Vegas, Nevada on July 14-16.

evo 2017 logo

Source: Joey Cuellar (Twitter)

PPMD will compete in doubles at Bad Moon Rising 2, breaking his long competitive hiatus

Over a year after Evil Geniuses’ Kevin “PPMD” Nanney had to set aside his gaming career to deal with persistent health issues, he has announced that he will make a return to the competitive scene at Bad Moon Rising 2, a regional one-day tournament set in his home state of North Carolina.

In a recent interview with ESPN, the Melee god says he plans to run doubles with his long-time friend and rival LoZR, since the two have shared a victorious team run in the past and LoZR plans to make Bad Moon Rising 2 his last appearance at a major tournament.

Though PPMD says that while the current treatment he is receiving has been very effective, this appearance will not be his official return to Melee. It is even noted that PPMD might become fatigued during the tournament and have to retire early to rest. Still, he is optimistic about his recovery and is inspired by the fans have stuck by his side.

Look out for PPMD at Bad Moon Rising 2, which takes place July 1st, and check out his full interview with ESPN here.

Source: ESPN

NurseLee explores Katarina’s options in Tekken 7

NurseLee has been known for breaking down setup after setup for characters in Street Fighter V, and now it looks like he has his sights set on Tekken 7 as well. He has recently been working with Katarina Alves–a newcomer to the Tekken 7 roster–and showing what she is capable of. These videos could very well take new Katarina players that are just learning her and the game itself and bring them up to another level of play.

As one of Tekken’s cornerstones is getting maximum damage off of a launch, NurseLee started his tutorial for Katarina with the basics on her combos. These options cover normal launchers, counter-hits, and wall combos.

As a bonus, NurseLee found a hidden command that is not at all visible within the command list for Katarina. Katarina has a command called Wagtail, which hits mid then low, but the low doesn’t string into the mid hit. However, but pressing Down after the final command of Wagtail, you can cancel out of the last hit into a feint which you can also use as a mixup.

Source: Nurse Lee

History of the Warrior explains how Power Girl and Supergirl can both exist in Injustice 2’s story

With it having its own comic book to fill in the gaps between the games, understanding how every single character fits into Injustice 2 can be a bit of a head-scratcher. A great example of this confusion is Power Girl’s presence in Injustice 2, or more specifically, her existence alongside Supergirl. The interactions between the two super heroines in Injustice 2 has raised questions among the shrewd readers of DC comics since, technically, the two are the same person.

In their latest video, History Behind the Warrior does a pretty good job at explaining the differences and similarities between Power Girl and Supergirl, and how their coexistence in a single storyline does indeed make sense. Though they do have to give you a quick lesson on Kryptonian history, they clear the air on this matter and tie it into Injustice 2 very well.

You can check out the video below. Though Power Girl’s story can be hard to follow, History of the Warrior dispels the Power Girl/Supergirl confusion once and for all.

Source: History Behind the Warrior

IGN covers core mechanics and other things you should know about Dragon Ball FighterZ

IGN’s latest video sheds some more light on the highly anticipated Dragon Ball FigherZ. Simply titled 7 Things You Need to Know About Dragon Ball FighterZ, the clip actually includes a healthy dose of information about the game’s mechanics, something that is sure to command the curiosity of those concerned about its competitive future.

Among the 7 items covered that involve mechanics are the button layout, character types, and the various meter systems. The video also looks at the games similarities to Marvel vs. Capcom 3, like the tagging/assist buttons and a “comeback mechanic” that is very similar to Marvel’s X-Factor.

Besides gameplay specifics, IGN also mentions Arc System Work’s uncanny attention to detail when referencing their game’s source material, something you can observe even further by checking out one of our previous reports. Check out the video below, and stay tuned to Shoryuken for the next episode of When’s Dragon Ball FighterZ?

Source: IGN