Shoryuken review: ARMS reaches out to new players

After some early play tests and a special E3 invitational event, the stretchy-limbed fighter ARMS has finally made its way into the ring. While bigger names are battling to be the heavyweight champion of the FGC, ARMS acts as a great introduction to the world of fighting games for those who aren’t that interested in Hadokens and Wind God Fists. Don’t expect ARMS to be headlining next year’s Evo, but it may convince a swathe of new combatants to pick up a stick and try another game.

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Like Nintendo’s efforts to simplify and rework elements of the shooter with Splatoon, ARMS strips back the fighting genre to its bare essentials. Gone are light, medium or heavy attacks; ARMS has a left punch, a right punch and a grab. Instead, players pick between light, medium and heavy gloves for each arm, with the heavier gloves being able to punch away lighter attacks. Rather than specific character supers, ARMS has a universal Rush combo, where players let off a flurry of charged-up blows. To replace special moves and command normal, fighters pick between special boxing gloves, which are also called ARMS. These range from electrified boxing gloves, to motorized missiles, to beam-firing dragons heads — and even giant balls of goop. Each character starts with a unique set of starter ARMS, but players can slowly unlock every ARM for every fighter. Much like shooter players finding the most powerful weapon and perk loadout, I feel the number of viable ARM combos will narrow quickly. At present, Electric ARMS seem the most effective, as a direct hit can disable your opponent’s ability to use either of their limbs, leaving them open to a free Rush combo or throw. As a result, the mobility and special ability of each character will become most important, with slower characters being left in the dust.

At its core, ARMS is all about whiff punishing. Stretchy limbs take a long time to retract, so a reckless punch leaves you wide open for a counter-attack. The average ARMS game therefore revolves around staking out your opponent, forcing them to throw out a risky punch or grab and thumping them while their guard is down. With ARMS utilizing the usual fighting game triangle of punches beating grabs, grabs beating guards, and guards beating punches, picking a character that can get around the area quickly and exploit an opponent’s blindspot is the key to victory. Expect plenty of triple-jumping Ribbon Girls and air-dashing Ninjaras during the first weeks of Ranked play, desperately throwing out grabs to catch you off-guard.

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Despite these action shots, most Ranked games run out the clock.

This is where my first issue with ARMS arises: your average Ranked game is just too slow. While you do get your occasional grab spammer, most matches involve players dancing around the edge of the arena and waiting for the opponent to mess up. Movement is mostly dashing around to bait a punch and while there is an “Advancing Guard” style move that allows you to instantly dash after a successful block, expect most matches to be played at several arms’ length. The amount of rounds that go to time is massive compared to other fighters, with some stages actively promoting camping. The Ninja School is a dreadful stage, as the person who spawns on the top of the stairs gets a huge advantage on their opponent. Factor in a character like Byte and Barq, who has a little robo-dog helper that acts and attacks of its own accord, and you’ve got a recipe for Switches going through windows.

Party matches are a bit quicker, thanks to item pickups forcing players to approach if they want to regain health or fill up their Rush meter. ARMS may actually be a fighter that benefits from being played with items on, to force player interaction and stop matches going to time out. Luckily, ARMS’ netcode is solid, so it’s rare you have to deal with the double whammy of a slow match and a laggy connection. When it does lag, punches will phase through people and grabs will take about three seconds to register. As there is no rage quitting allowed, it forces salty opponents to fight through the pain until someone delivers the knockout blow.

2GGC Arms Saga

This slow speed is not helped by ARMS’ control scheme, which is the victim of the development team’s compromise between traditional and motion controls. While ARMS has been mainly marketed with its motion controls, there are options for those who want to play in tablet mode or with a Pro Controller. Each mode has its bonuses and trade-offs: motion controls allow you to control the trajectory of both punches at the same time, while traditional control users have to wait for one punch to finish before they can individually aim the other. Traditional controls allow for greater control of your character with the Control Stick, while motion control players need to point the JoyCons either forward, backwards, left or right to move around.

Your mileage will vary with each control scheme, but the restriction for both is that you cannot move and punch at the same time. When playing with motion, this is fairly intuitive but when using the traditional controls, it means that aiming your punch and moving around is mapped to the same stick. It makes the phrase “stick and move” very literal, as your character is rooted to the spot until your punch has finished its journey outwards. With ARMS having different arcs and lengths, getting used to this control scheme is incredibly difficult at first. Years of playing console shooters have hard-wired my brain to move with the left stick and aim with the right, so switching to ARMS’ control scheme seems like a huge step back. What’s worse is that you cannot rebind your buttons to make blocking or dashing more comfortable. Get hand cramps by continually clicking in the left stick to block? Too bad. You either deal with it or switch to motion controls. For a game that’s hoping to be a fresh take on the fighting genre, its approach to controls is surprisingly backward.

If the controls do click with you, you then have to go through the trial of completing ARMS’ Grand Prix mode to unlock Ranked matches. Completing a fighting game’s Arcade ladder is usually a piece of cake, but ARMS will smack you silly even on its Normal difficulty mode. Any errant punch will be punished, the computer will read your inputs and insta-block/Rush combo you in certain situations, and on about level 6 difficulty and above, it’s like you’re going in the ring against an actual boxer. Luckily, you only have to complete Grand Prix once to play Ranked mode but it’s quite the humbling experience, especially if you haven’t yet gelled with ARMS’ controls.

Max Brass ARMS

You’ll learn to hate this guy’s sh*t-eating grin from playing Grand Prix.

Outside that, ARMS’ single-player modes are fairly limited. You’ve got Versus where you can play through ARMS’ novelty modes like V-Ball and Doubles, alongside a special survival mode where you have to fight off 100 fighters as fast as possible. There’s ARMS’ Test, where you compete in three rounds with randomly generated ARM setups, as well as a basic tutorial which has you fighting against bots with simple behaviors. There is very little meat outside of Party and Ranked mode once you’ve completed the Grand Prix, with the only single-player mode that you’ll regularly play is the shooting gallery to unlock more ARMS.

As seen with the recent ARMS Invitational, many are hyping up ARMS as another entry on the esports totem pole. Personally, I don’t see this happening, due to its glacial pace and frustrating control scheme. With the issue of most tournaments probably forcing players to use the default ARMS for each character, much of the strategy of mixing and matching new ARM combos will be left behind. If there is a bustling competitive scene still going in the next three months, I will be shocked.

But criticizing ARMS for not being the next big thing for the FGC is to do it a disservice. Its real success is how to introduce the basic concepts of fighting games in a unique way that will hopefully see more players picking up other games. While it didn’t click for me and I found it more frustrating than fun, I can see what Nintendo has tried to do and it has certainly resonated for many. Will ARMS be at the next Evo? Almost certainly not. Will it get more people to see the fun of fighting games? Absolutely, and that is a more admirable goal than simply making something for the esports circuit.

Score: 7/10

Get a glimpse of Undisputed Street Fighter — an upcoming 304-page art book celebrating Street Fighter’s history

Bleeding Cool have shared their exclusive look at Undisputed Street Fighter: The Art and Innovation Behind the Game-Changing Series, a 304-page hardcover art book celebrating the 30th anniversary of the original fighting game franchise. The book is the collaborative effort of writer Steve Hendershot and editor Tim Lapetino. Below are statements from the writer and editor, as well as a a gallery with a few sample pages from the upcoming book.

Steve Hendershot:

Street Fighter is a running, 30-year conversation between the series’ creators, players and fans. Its genius — the magic of shoulder-to-shoulder arcade play, and the playful, vivid style of its characters — stems from that back-and-forth. It’s been so much fun to hear all sides of that conversation from Tokyo and Osaka to San Francisco and Chicago, and I’m excited to tell the story through this book.

Tim Lapetino:

It’s been an excellent adventure delving so deeply into the labyrinth of characters and people who make up Street Fighter Nation. We’ve drawn from 30 years of the best art and stories the franchise has to offer, and Steve has brought his fresh take to all things Street Fighter with a ton of new interviews and insights. The book is a love letter to those who grew up with Street Fighter and also to everyone carrying it into the future.

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Undisputed Street Fighter: The Art and Innovation Behind the Game-Changing Series is set to release sometime in November. Check out the samples in the gallery above, and stay tuned for an official release date!

Source: Bleeding Cool

desk gets even more creative with another batch of Marvel vs. Capcom: Infinite story demo combos

Combo video wizard desk has been pretty busy, doing his best to try to make combo videos out of Marvel vs. Capcom: Infinite‘s Story Demo. We’ve already featured one combo video, as well as his breakdown of the game’s infinite prevention system.

First up are a couple of newer combo videos. The first of these focuses on some of the more basic combos that can be pulled off.

Following up on this is a video showing some more refined combos, including more than a few that feature the use of level 3 hypers, as well as a generous helping of mid-combo tag-ins.

One of the combos in the above video is Chun-Li’s instant air dash loop. In the following video, desk does his best to break down if the loop really is an infinite, or if the system causes it to eventually drop.

Source: desk

Canada Cup Vancouver 2017 forced to change venue and tournament offerings

An unexpected change of venue shakes up the Vancouver tournament.

If you’re planning to attend Canada Cup Vancouver 2017 — already registered, or not — you’ll want to take note of the event’s surprise change of venue. Scheduled for July 1-2 in Vancouver, British Columbia, the event’s planned River Rock Casino venue has pulled out without warning, leaving the event to scramble to find a substitute. A replacement has been found and Canada Cup Vancouver will proceed this year, but with some changes.

The event will now take place at EXP Restaurant + Bar, and the smaller venue has forced the drop of doubles tournaments and placed entry caps on the games. There is also now a $20.00 spectator entry fee. Full details about the changes for each game can be found on the Canada Cup Vancouver website.

Because the event has been forced to operate differently than advertised, Canada Cup Gaming is offering refunds for registrants that choose to no longer attend, available until registration closes on June 27th. To claim a refund, follow the instructions on the website here. Registrants that opt to still attend will receive a $10.00 voucher for the EXP Bar.

From Canada Cup Gaming:

We appreciate your understanding and patience in this difficult matter. The Canada Cup team are all very disappointed in not being able to deliver the tournament experience you expect, we hope you can accept our sincerest apologies, and we appreciate your continued support and understanding.

As this is a difficult matter we have been advised to respectfully decline to answer any questions regarding the River Rock Casino at this time.

Source: Canada Cup Gaming

IFC Yipes talks Marvel vs. Capcom: Infinite with Michael Martin on Cross Counter TV

If there’s one player who’s become most-identified with the Marvel vs. Capcom series, it’s Michael “IFC Yipes” Mendoza. From getting himself known for his memetic, offhand commentary on some Marvel vs. Capcom 2 matches, Yipes has parlayed this into a successful career as a commentator, tournament organizer, and overall leader for the competitive Marvel vs. Capcom community.

With a new game — Marvel vs. Capcom: Infinite,– on the horizon, IFC Yipes was naturally at E3 to try the demo. It’s here that Michael Martin got a chance to talk to Yipes for Cross Counter TV. Here, Yipes shares his thoughts on Capcom’s newest versus fighter, the current build shown at E3, as well as his thoughts on the public opinion of the game.

Source: Cross Counter TV

World Warrior shows off anti-back roll setups for Nash in Street Fighter V

Last time he checked in with us, World Warrior gifted us with anti-back roll tech for the rushdown shoto Ken in Street Fighter V. If you’re a Nash player looking for similar tech, then World Warrior’s latest video for the boom-chucking zombie should interest you.

Many of these counterhit setups lead from combos starting with crouching MP, which is one of his main combo starter tools in SFV. Guile’s lost partner may have been nerfed after Season 1, but he’s far from neutered.

Source: World Warrior

Justin Wong and Filipino Champ duke it out in a long Marvel vs. Capcom: Infinite set at CEO

After making an appearance in the show floor at E3, Marvel vs. Capcom: Infinite‘s 1v1 demo was shipped off all the way to the East Coast at CEO. Also at CEO were none other than Echo Fox’s Justin Wong and Splyce’s Ryan “Filipino Champ” Ramirez, who also flew in from E3, where they already had prior hands on time with the demo.

At CEO, these two Marvel vs. Capcom legends got to spend some more time with the Marvel vs. Capcom: Infinite demo, including a long series of matches. For those looking to see how these matches played out, Dipset Holla has put together a playlist of off screen footage of these matches.

The footage is interesting because you can clearly see both players figuring stuff out as they play. You can clearly see moments where both players suddenly realize something, or get a combo down, and both burst out in glee. That said, considering who these players are, how they approach these matches may inform how Marvel vs. Capcom: Infinite will be played at high level.

Check out the playlist below. Take note that there are 16 individual matches in it, so be sure to try to catch them all.

Source: Dipset Holla

New trailer surfaces for SNK’s forthcoming CG animation series, The King of Fighters: Destiny

A new trailer for The King of Fighters: Destiny, SNK’s forthcoming CG animation series, was uploaded on January 19th. The 3D project is a result of SNK’s partnership with Chinese investors, and the series has an official page on the SNK China website.

Building on hints dropped via short glimpses from the first trailer, the new footage touches on details of the Bogard brothers’ backstory from the Fatal Fury series. Though it is also clear that The King of Fighters protagonist — Kyo Kusanagi — is undoubtedly on center stage, it seems that the Bogard and Kusanagi stories will be told in tandem, with the former used to do more of the world building while the latter drives the series’ main conflict.

The trailer does not include an official release date, but we do know that it is set to air sometime this summer. Hopefully we will hear something soon, but in the meantime, you can check it out below.

Source: snkGames

VSFighting 2017 registration is now live

Acting as the UK’s premier fighting game tournament, registration for VSFighting 2017 is now live. Along with being a Ranking event on the Capcom Pro Tour, this year’s event is also a Master event on the Tekken World Tour, as well as a Premier event on the Injustice 2 Pro Series. There will be plenty of points for various world circuits up for grabs, so best start booking your place for this year’s event post-haste.

The announced games for this year are:

  • Street Fighter V
  • Tekken 7
  • Injustice 2
  • Guilty Gear Xrd REV 2
  • Killer Instinct
  • Super Street Fighter II Turbo
  • BlazBlue: Central Fiction
  • Super Smash Bros. for Wii U

Registration is available over at smash.gg, with it taking place at Birmingham’s Millennium Point, which was the site of VSFighting 4. If you attend that event, you’ll know that Grand Finals took place on Millennium Point’s giant IMAX screen, which makes viewing the finals in person quite the experience. Registration is open until July 30th, so register now to avoid disappointment. The event takes place August 12-13, 2017.

Source: VSFighting

Tekken 7 roundup: Heihachi crossups, Jin Parry combos, Eliza wall carry, and more!

Another week, another avalanche of strange and powerful tech in the world of Bandai Namco’s juggernaut 3D fighter, Tekken 7.

Do you have a tech trap developed for your character yet? Because it seems like a lot of people are starting to figure out consistent ways to exploit wall techs in this game… For example, check out this insane crossup with Heihachi from ncea. Normally when you see a crossup it involves the overlapping hitbox of forward jump 4’s, but ncea has found new ways to exploit waking up hitboxes.

Leonid Vdovichenko found that tech trap situations make Xiaoyu’s RDS U+1 to hit on a later frame, allowing her to combo into AOP 2,1.

If you ever wondered why the Japanese tier lists consistently put Claudio so low despite his amazing hopkick, this punishment guide from Proper Tech might open your eyes.

Byakko shows off some 3rd Strike-esque parry punishes with this Jin Kazama combo video.

HelloMrBrahms has a ridiculous wall carry combo for Eliza to show off. It looks like you’re gonna hit the opposite wall no matter where you are.

Lastly, if you’re still struggling with combos for Ling, Kazuya, Lili or Akuma, rooflemonger has continued his excellent beginner combos series for those characters:

Did we miss anything? If you find any cool tech in Tekken, let us know!

Source: ncea; Cute Tricks; Nurse Lee; Leonid Vdovichenko; Proper Tech; Byakko; omgitsnewton; HelloMrBrahms; rooflemonger