Frabisaur teaches us how to beat Street Fighter V’s grapplers on episode 11 of The Fighter’s Dojo

After a month-long absence, due to the opening of Marshall’s Dojo, as well as traveling to CEO, Genex|Frabisaur is finally back with another episode of The Fighter’s Dojo. This episode he tackles the topic of dealing with the grapplers of Street Fighter V, specifically the trio of Zangief, Laura and Rainbow Mika.

With the Red Cyclone and the heiress to Matsuda Jiu-Jitsu seeing massive power-ups in Season 2 and R. Mika still managing to put in work despite her nerfs, these three have been proven to be quite the challenge for players of all skill levels.

After giving a brief overview of their design–noting their high life totals, lack of ranged damage and weaknesses to zoning–Frabisaur advises players to backdash during the inevitable grab guessing game. He then provides some character-specific tips on how to best handle these three, starting with Zangief.

Touching on tools such as his Charged Heavy Punch, his Double Lariat, as well as his Variable System abilities, Frabisaur demonstrates universal counters to each option, with varying punishes depending on your character and available resources.

For Laura, Frabisaur feels she is a bit overrated, with Thunder Clap being arguably the worst fireball in the game. He advises players to not fear her Volty Line V-Skill, as it leads to no true pressure after she moves forward.

Finally, he touches on the “crazy” Rainbow Mika, specifically speaking about ways to deal with her infamous Charged Dropkick and crouching Heavy Punch. You can see the full video, with full demonstrations, below.

As always, you can contact Frabisaur on Twitter for additional questions and information, as well as catching his stream on Twitch, where he hosts weekly Battle Lounges to allow players to apply these concepts in actual matches.

Source: Frabisaur

NEV explains the use and application of the Rush System for ARMS

Last time at ARMS University, NEV taught us how to effectively build meter. Today, he shows us how we can spend it wisely.

ARMS’s Rush System is its equivalent of a super meter. There’s a wide variety of offensive and defensive applications using the Rush System, which NEV shows in his latest ARMS University tutorial series.

He’s also got a few more bite sized trivia for you on Slide Punching…

…and how to effectively setup training mode.

NEV’s channel, in addition to providing great ARMS information, houses a deep resource of Street Fighter V information. Be sure to check it out!

Source: Andrew David Murphy

Tekken 7 video roundup: Law Dragon Stance cancels, King and Nina okizeme, Gigas Goliath Traps and more

Another day, another torrent of Tekken 7 tech. It’s probably not surprising that a legacy series like Tekken is still inspiring tech from players, especially now that it seems like more and more content creators are escaping the combo vortex of training mode.

King Gaming Marks shows us that if you have your Dragon Stance cancels down, Law’s WS+3 will force the opponent to deal with DSS 2 both on block and hit. And if for whatever reason you don’t have your DSS down…

…. then cheezy217 will show you everything you need to know about executing this important Law technique!

Dedicated King expert BoxeR-King shows off King’s wakeup options after landing his coveted Shining Wizard command grab.

Be careful how you get up after Xiaoyu’s 1+3 grab. As AV Game demonstrates, she can murder you if you choose the wrong option.

And lastly, xMTSento shows us some frightening wake up options for Nina.

Final Fantasy YouTube channel releases tutorial video for Dissidia Final Fantasy NT

The official Final Fantasy YouTube channel has just uploaded a tutorial video for Dissidia Final Fantasy NT, the 3v3 action fighter that was recently announced at E3 2017. Though a breakdown of the game’s mechanics was provided at the the official E3 Dissidia Final Fantasy NT panel, this newer tutorial is more comprehensive and is easier to refer to.

The video starts by introducing Character Types, Battle Sets, Summons, and explaining exactly what all of those things are. You also get a solid look at the button layout, and the combo, targeting, and spawning mechanics are all explained in on-screen text while the player acts things out in real time.

It’s a great primer for those who might get the chance to play Dissidia Final Fantasy NT before it launches officially.  Check it out below, and stay tuned for more updates!

Source: Final Fantasy via Dualshockers

PSN Flash Sale: Street Fighter Alpha 3 Guilty Gear Xrd -Sign-, BlazBlue: Chrono Phantasma Extend, and others greatly discounted

PSN is currently running a hot summer flash sale in which many seasoned fighting game titles are discounted by whopping amounts. Though every fighter on the list shows it’s age, heavy hitters like BlazBlue, Guilty Gear, and the Street Fighter Alpha series are included in the plunder. There are also less traditional fighters that can be acquired for cheap like Divekick, Niddhogg, and even an iteration of the Touhou series. Below is the full list of discounted fighting games organized by platform.

PlayStation 4

BlazBlue: Chrono Phantasma Extend – $14.99
Divekick – $0.99
Guilty Gear Xrd SIGN – $14.99
Nidhogg – $4.94
Touhou Genso Rondo: Bullet Ballet – $11.99

PlayStation 3

Arcana Heart 3: Love Max – $4.99
BlazBlue: Chrono Phantasma Extend – $11.99
Capcom Fighting Evolution – $3.99
Capcom vs SNK 2: Mark of the Millennium 2001 – $3.99
Guilty Gear Xrd SIGN – $11.99

PlayStation Vita

Arcana Heart 3: Love Max – $4.99
BlazBlue: Chrono Phantasma Extend – $11.99
Nidhogg – $4.94

PS One Classics

Pocket Fighter – $2.39
Street Fighter Alpha 2 – $2.39
Street Fighter Alpha 3 – $3.99
Street Fighter Alpha – $2.39

The savings end on June 26. Hop to the full sale by clicking here!

Source: PSN via Dualshockers

Dragon Ball FighterZ available for pre-order on Bandai Namco Entertainment’s online store

Following the announcement of Future Trunks joining the roster in the latest issue of Weekly Jump, the news keeps coming in like a barrage of ki blasts for fans of Dragon Ball FighterZ. The upcoming 2.5D collaboration between Bandai Namco Entertainment and Arc System Works, that looks to blend the 3v3 team and assist-based combat of the Marvel Vs. Capcom series, with the chaos and art style of Guilty Gear Xrd, is already available for pre-order on Bandai Namco’s online store.

You can place an order for either the PlayStation 4 or Xbox One version for $59.95. This requires a free Bandai Namco account, and will also net you 60 Reward Points for parting with your hard-earned Zeni. Take note that the listed December 31st, 2018 release date is simply a placeholder, as no official date has been announced, yet the game is expected to release early next year.

For those who want to experience the game in full anime glory, the site notes that there will be higher resolution, beyond 1080p, supported on the PlayStation 4 Pro and Xbox One X. So far, Goku, Vegeta, Teen Gohan, Freeza, Perfect Cell and Majin Buu have also been confirmed playable.

To help you make your purchase decision, you can see a large amount of gameplay footage and impressions from the title that’s taken the fighting game community by storm here and here. You can check out an interview with producer Tomoko Hiroki from Game Informer, as well as all of the anime and manga references found, so far, for Goku and Frieza, which die-hard fans of the franchise should definitely appreciate.

Dragon Ball FighterZ will be released in 2018 for PlayStation 4, Xbox One and PC.

Source: Bandai Namco Entertainment

Check out the top 15 moves for every Tekken 7 character, as compiled by Silent Shadow

NBSilentShadow over at Drunkardshade.com has taken on the unenviable task of compiling the top moves of each Tekken character all on one page. This living document, which also houses several resource links for frame data and Tekken Zaibatsu’s Discord server, can be found here. It was created in collaboration with several specialist players, and known names within the Tekken community, each player outlined by the character listed.

It’s worth noting that these move lists, while great for a quick reference if you’re picking up a new character, are based on the arcade version of the game. The console version has had several stealth changes that are also being compiled on TekkenZaibatsu’s main thread.

yoshi

Source: Drunkard Shade

Here are some practical applications for Marvel vs. Capcom: Infinite’s “short hop”

Last week, we put a spotlight on the super jump directional influence “short hop” that was discovered in Marvel vs. Capcom: Infinite‘s Story Demo. This bit of advanced movement unique to the game opens up a lot of possibilities for the game’s characters. Now, we can get to see some of those possibilities explored.

This new video from Ravoz11 demonstrates some practical uses for this “short hop.” Some of these include a way for Mega Man X to set up a zoning pattern with a fully-charged air buster shot close to the ground. Others involve fast overheads for some characters such as Arthur and Rocket Raccoon.

Check out the video below.

Source: Ravoz11 via r/MvCI

How to properly approach 3D fighters: Exploring Fighting Games takes you under its wing

Taking a breather from 2D fighters for a moment, let’s take a deeper look on what mechanics define the 3D titles. This episode of Exploring Fighting Games focuses on the recently-released Tekken 7.

One thing that may be intimidating about Bandai Namco’s fighter is its plentiful move list, but novril explains that in reality, not that many are used as frequently. The video goes on to explain the basic properties of all moves, such as their heights and how to block them. Mid moves tend to be fairly rewarding, so in general, it’s good to use those frequently and to throw in some lows occasionally. High moves don’t offer any mix-up, as they are evaded while crouching, however, they are usually among the faster moves in the game, which is very good against aggressive button-mashers.

It gets more complicated than that, however. Refer to the full video below to learn how to add nuance to your game. Also, Dragon Ball FighterZ enthusiasts have something to look forward to: novril teased in the comments that the next episode will be a real treat.

Wondering how long it could take you to get good? Exploring Fighting Games episode 3 tackles that.

Source: novriltataki

Fulgore and Thunder nerfs are on the way in Killer Instinct patch 3.8

To prepare Killer Instinct players ahead of Eagle’s release on Tuesday, Iron Galaxy have released the 3.8 patch notes for KI. No major system changes to report in this patch, outside of a bug fix which stops certain characters cancelling normals into specials from too far away. The main targets of the nerf bat in this patch are Thunder and Fulgore, with Jago, Shadow Jago and Rash getting a smattering of frame data changes.

The Thunder changes are meant to make his wakeup options less scary, so players can better threaten the chief on wakeup. As such, Hornbreaker no longer deals chip damage and its counter-hit damage has been reduced by 50%. All versions of Sammamish are now throw vulnerable on the first eight frames, while all versions of Ankle Slicer are throw vulnerable. Ankle Slicer is also vulnerable for its first two frames, meaning Thunder players now have to wary of meaty throws and lows. Thunder’s Murder of Crows forward dash is throw vulnerable, with MoC only being special cancellable if he is in Instinct.

As for Ultratech’s killer robot, Fulgore can no longer pip cancel while an opponent is Shadow-Countering. According to the developer notes, everyone knew “this ability was too strong” so this change should make it so Fulgore players have to respect the threat of a Shadow Counter. Along with making his crouching light and heavy kick less safe on block, Fulgore’s medium laser has received some frame data changes so it is a little more dangerous to whiff. Medium and heavy Cyber Uppercut are now vulnerable to lows on frame one, meaning characters with armor can now contest this move at close range. While it isn’t a permanent fix, Fulgore’s teleport VFX now ends four frames faster, which should make it a little easier to see on certain stages.

For all the character changes and bug fixes, check out the usual patch post over on Ultra Combo and watch the breakdown video below to see a sneak peak at Aganos’ Ultimate.

Sources: Killer Instinct; Ultra-Combo