Injustice 2: METERLEARN — Firestorm basics guide, attack string notes, neutral overview, & common combos

I just picked up Injustice 2 the other day and I’ve been enjoying it immensely. In the interest of helping to grow the scene, I thought I’d take a character and make a quick video tutorial emphasizing pick-up-and-play tools, so that people could quickly understand and begin learning the game without having to spend too long learning the character.

Firestorm seems quite simple, and has good capacity to zone and to rush down, so I thought he might be popular with many Capcom players looking to give the game a try. In this video I cover all his strings, the common uses of each special move, and some of his individual normals–plus all his optimal common combos, as well as a brief overview of his keepaway game from afar, and his mixup game up close.

I think one of the bigger weaknesses of Injustice–and other NRS games–is that there weren’t many hubs where guides were collected and distributed, particularly video guides. What guides there were would also sometimes become outdated, without updates from the creators. So, I thought I’d try my hand at creating a single location with video resources on mechanics plus simple guides for all characters, which I plan to update should they ever be affected by a rebalance. Additionally, there seems to be a lot of misinformation in the community about the mechanics of Injustice 2; I’d like to make a video before too long where I attempt to dispel some of the information and drum up interest in the game.

I’ve been caught up enjoying exploring Injustice 2 lately. I’d like to continue making these, possibly until I’ve done one for every character. So if you’d like to see more, remember to to subscribe to the channel!

Japan will have an hour a day from June 1st to July 1st to play the trial version of Gundam Versus

A unique opportunity to test out the nearly-finished build of Gundam Versus will be coming to Japan soon. Starting on June 1st, participants in the trial will have from 21:00 and 22:00 JST every day, until July 1st, to play the demo version of the game–which will be available to download via the PlayStation Store. Put simply, this is an hour-a-day, month-long beta test that will be accessible to anyone in Japan who downloads the demo.

According to the full report, a few mobile suits and modes from the completed game will be available to play during the test run. New mobile suits will be added gradually and a total of 51 mobile suits will be available by the end of the 30 day trial period. Plans for expansion to the set of playable Gundams via DLC were revealed as well, with Gundam Barbatos Lupus from the Mobile Suit Gundam: IRON-BLOODED ORPHANS series being noted as the first downloadable suit.

You can read the full update–that includes Gundam Versus’s current status, future plans and details about the trial version–here.

Source: Games Talk via Gematsu

The Mishima Feud: Tekken 7’s official console/PC opening movie revealed

The official opening cinematic movie for the console/PC version of Tekken 7 has been released, and it’s a hype-enduing, tear-jerking work of art. With such a cinematic prelude to a drama as rich as the Mishima feud, the clip is like something you would see at the movies–which is likely to be very intentional!

We have seen in previous Tekken 7 gameplay previews of how the story mode transitions seamlessly from cutscene to gameplay, which is a big improvement from previous Tekken titles and has been a draw to the game since Akuma’s story mode footage was first revealed.

Improved story mode aside, the cinematic opening has always been a major selling point of the Tekken franchise. Check it out below, and prepare yourself for the upcoming June 2nd PS4/XB1/PC release date!

Source: Bandai Namco Entertainment Europe

Check out ALX’s latest The King of Fighters 2002 Death Combo video, featuring Sie Kensou

For combo video makers, The King of Fighters series has always been rich in possibilities–mostly due to the meter-consuming sub systems with in the game, but sometimes also due to some incredible-looking glitches and oversights. YouTuber ALX is working on a project where he tries to stretch KOF2002’s system to its furthest limits. His most recent example? Kensou.

These 23 death combos are all technically possible in KOF2002, but run the gamut of practically to humanly impossible. Many of the later combos, in particular, take advantage of super collision bugs that allow combo states otherwise not possible.

This is the 11th video in ALX’s series; be sure to check out his channel for more KOF2002 death combos!

Source: ALX

Enter the Secret Garden: What is Millia’s gameplan in Guilty Gear Xrd REV 2?

Millia Rage remains as one of the most feared of Guilty Gear’s assassins. This quick lady–who specializes in hair attacks–has great mobility and very scary setplay. Very few players can effectively block her, and there’s a lot that she can do to mix up the opponent. How do the adjustments in Guilty Gear Xrd REV 2 vary up her gameplan? LordKnight has been putting up a series of videos that showcase new techniques.

“Basically, the two biggest changes are around jHS and pin. It changes not only how she combos, but how she selects what to do when she knocks you down,” LordKnight told SRK. “Since jHS doesn’t knockdown (unless in a really specific situation), having pin means you have a lot of control over this, not having means you don’t have as much. Also, jHS hitting cross-up works a great space control tool.”

Here’s a new type of confirm from a midscreen RC combo. It takes advantage of the new jHS for a double instant-air dash combo.

Want more damage out of the same crouch confirm? It’s possible if you have the pin.

If you don’t have the pin and your opponent is cornered, what do you do? Here’s one combo that still knockdown from the air and works without the tool.

Here’s what to do if you hit them with a Dust in the corner and have no pin. And you know that there are people who get hit by Millia’s Dust all day (like me).

Now this is the good stuff. Here’s how to make Sol “Writhe in Pain” in the corner under a barrage of safe mix-ups with Secret Garden.

As you can see, Millia still has the scary mix-ups, but she’s a lot more threatening with the pin. It seems like the best course of action is to focus even more on keeping her away from it once she uses it. It’s good to be aware of these changes to prepare oneself better for Guilty Gear Xrd REV 2.

Make sure to check out more videos on LordKnight’s channel, to see even more Millia REV 2 setups and combos.

Source: LordKnight

Capcom will release Ed and the new balance patch for Street Fighter V on May 30th

The long-awaited balance changes–and next DLC fighter–are almost here.

sfv_street_fighter_v_logo_fancy

We’ve been waiting for a solid date for Street Fighter V’s promised balance changes, ever since they were pushed forward from their original expected arrival at the end of April. Capcom has just announced via Twitter that we’ll be finally getting this balance patch–and the latest DLC character, Ed–next Tuesday on May 30, 2017.

As “and more” is promised, we don’t know for sure yet if this means we’ll be getting the revamped CFN features as well; hopefully this is specified in their next news update, promised for Thursday.

SFV Ryu considering power

Source: Street Fighter (Twitter)

Double the pressure with these EX Double Knee Press setups for M. Bison in Street Fighter V

When it comes to dominating as M.Bison in Street Fighter, pressure has always been the name of the game–and Street Fighter V is no exception to this. If you’re an M. Bison player trying to Rise Up to the title of dictator, NurseLee’s got some quick tips to help maximize a particular pressure situation.

The hard knockdown you get after landing M. Bison’s EX Double Knee Press creates an opportunity for what NurseLee has appropriately named “free pressure.” The spacing you’re left with after the attack puts you in a sweet spot that you can forward dash from to catch your opponent off-guard with a meaty follow-up. A few of these possible follow-ups are broken down in the video, with notes and attack data displayed on screen. Check it out below–and click here for more Street Fighter V tech from NurseLee.

Source: NurseLee

PepperBeef2Spicy’s Tekken 7: Fated Retribution “prep guide” serves as a resource compendium for new players

In addition to making FGC-related content since 2013, YouTuber PepperBeef2Spicy made top 4 in Tekken Tag Tournament 2 at APEX 2014. It’s no surprise that he’s dedicated to the Tekken series. Just recently, he’s made a preparation video for Tekken 7: Fated Retribution for new players looking to get into the series.

If you are a new player and you know you want to learn but don’t know where to start, this video is a fantastic compendium of Tekken resources that have been built up over the years. Despite the list’s massive size, PB2S takes the time to cover every resource individually. All links for each resource is included in the description itself, so if you want a library for your new game, this is a wonderful place to start!

Source: PepperBeef2Spicy

Frabisaur discusses the concepts of tempo and momentum in Episode 10 of The Fighter’s Dojo

Following up on his discussion on how to properly play neutral, Genex eSports’ Frabisaur now looks at the concepts of tempo and momentum in the latest chapter of The Fighter’s Dojo. After defining the terms, Frabisaur suggests for players to just stay down, as well as mixing up Street Fighter V’s trio of wakeup options to potentially disrupt an attacker’s offensive storm, while keeping your mind clear.

After using some of his own recent match footage to show examples of both fast and slow tempo applied, Frabisaur offers a key piece of advice to players that may become frustrated by a quick loss: using the time between rounds to collect their thoughts and ensure they’re truly fully prepared before accepting another match, lest they jump headfirst into another defeat.

This episode is certainly a departure from his usual content, but is a great way for players of all skill levels to see the finer points of a longer set broken down in detail, with solid insight into the decisions being made on both sides. You can see the video in its entirety below.

Don’t forget to follow Frabisaur on Twitter for more information on any of these topics, or suggestions for future episodes of TFG. You can also tune into Fighter’s Dojo Live on Thursday nights at http://www.twitch.tv/frabisaur, where you can receive live play critiques as you try to apply these concepts in real match situations.

Source: Frabisaur

Capcom chats up MiM at BAM 9: Australia’s scene, moving to Street Fighter V from Mortal Kombat X, and more

Capcom Fighters continues to showcase the local talent from this year’s Battle Arena Melbourne.

In this entry of the CPT Interview Series, Capcom’s Matt Edwards talks to MiM from Owly Six at Battle Arena Melbourne 9; they start by chatting a little about the Laura matchup. Next, they discuss the game that drew MiM into serious competition–Mortal Kombat X–and how MiM finds more inspiration playing Street Fighter V, because the SFV scene is so much bigger in Australia than the MKXL community is.

They also discuss MiM’s picks for Australia’s top players, what it’s like rubbing shoulders with Street Fighter legends at tournaments, why MiM prefers to play on a Hit Box, and much more–including whether or not another women-only invitational event at Evo would be a good idea. Check out the interview below!

Source: Capcom Fighters