Justin Wong reviews newly-released indie fighter Omen of Sorrow

Justin Wong is known as one player who does not shy away from playing every fighting game. Having dabbled in nearly every fighting game released in the last two decades, Justin understands what makes a game good, and can dissect mechanics faster than your average player.

So, after trying out the newly-released gothic fighter Omen of Sorrow, he felt compelled to give his opinion on the title. While he said he thought the game was fun and had interesting mechanics couple with good netcode, he did find a few things at fault. First, he said that the Doomed state needs to be addressed, as it makes comebacks nearly impossible. Secondly, he also said the tutorial mode was lacking in their explanations on how to play.

Source: Justin Wong


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Angel pushes the upper limits of damage in this combo video for The King of Fighters XIV

The King of Fighters series has always been considered one of the deepest 2D fighting game series, and The King of Fighters XIV is no exception. With her damaging combos, Angel proves SNK’s ability to push the boundaries of gameplay. And as with every Persona Entertainment combo video, the actual combos push the bounds of practicality, while still showing all the flair and damage associated with any The King of Fighters title.

Source: Persona Entertainment


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Demonstration of SoulCalibur VI’s current throw break OS bug

Since the SoulCalibur VI throw break OS was originally postulated by the SC community last night, I decided to try and work out this particular option-select to see if it was “real” or just a placebo effect. For those of you that don’t know, an option-select is simply a single input that always picks the correct answer for what “should” be a mixup scenario. In this case, I am breaking grabs with two different breaks via one single input:

The above video shows the breakdown and frame-count of the OS at work, with a third example thrown in at the end just for consistency’s sake.

As much as I love odd little option-selects like this, hopefully this will be patched out soon — it really has no place in Calibur’s engine and does nothing to make it a “better”game.

Apply the lessons of “The Art of War” to fighting games with TheRedGambit’s new lecture series

There isn’t a combo long enough or high damage enough to make up for a complete lack of strategy. That’s why Sun Tzu’s The Art of War, a military strategy guide from the 5th Century B.C., has endured — no matter your skill level or sport of choice, there is a broad observation made by a dead general that can help improve your way of thinking in-game.

If you’re daunted by reading a 2000+ year old document, that’s understandable — luckily, thanks to TheRedGambit, you don’t have to do it alone. He’s started a new lecture series that dissects “The Art of War” chapter by chapter, and takes the lessons of Sun Tzu and applies them to the battlefield of fighting games.

Source: TheRedGambit

SoulCalibur VI may allow all throws to be broken at once

When Virtua Fighter 4 introduced the ability to break multiple throws in a single break window, it was by design — and it was balanced out by having several possible breaks, forcing players to still have something resembling a mixup and choice. SoulCalibur VI changed its break system to a directional break system similar to VF’s input, but since SCVI only has two breaks, in theory a wrong input during the break window should cause you to get thrown. Though this tends to be case, it appears players have found a way to do VF4 style multi-throw breaks anyways.

The slide input is somewhat strict, but still able to be recreated. Exactly what part of the throw system is breaking down is unknown, but it seems you can replicate this with any button — and just one button, as well.

Various players have reported that it works with any combination of buttons, and can even work by trying back-throw breaking first. (ex. 4A~B)

Considering the number of factors involved, there is a chance there is a different problem under the surface and players aren’t actually OSing these — but given some of the examples, that would imply that there are different issues involved, instead, with how the game’s break window interprets inputs. We’ll have to wait and see until more labwork is done — or until Okubo-san adds throw breaking to the list of things to fix in the upcoming patch.

Sources: SCAthenaeumsupaachar


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Super Smash Bros. Ultimate showcases more of everything in its latest trailer

With the game’s release less than a month away, Nintendo is ramping up promotion for Super Smash Bros. Ultimate. Its latest trailer, which you can see below, showcases how the game has more of everything that the fans love about the franchise.

One interesting bit about the trailer however is its lack of music. The only thing you can hear are the actual in game sound effects. As a result, more than a few fans are already making their own edits of it with their own music.

Check out the trailer below.

Super Smash Bros. Ultimate arrives on Switch on December 7.

Source: Nintendo

Ed Boon and MK actors discusses their involvement with the Mortal Kombat series

We’ve been very fortunate over the last couple of months to see a large amount of behind the scenes footage of the making of Mortal Kombat. Seeing this footage has been a history lesson of the early days of fighting game creation — doubly so given that Mortal Kombat was the beginning of motion captured sprites in general.

With this video, we get to not only hear from the actors regarding their involvement with the series — and how they felt to be a part of the legacy of the series — but also from Ed Boon on the production challenges of designing so many characters.

Source: NeoGamer

Sakurai decrees no manga-based characters will ever make it into Super Smash Bros. series

With the popularity of Dragon Ball FighterZ, many were hoping that characters from the storied anime and manga franchise would find their way into Super Smash Bros. Ultimate. However, those dreams have been dashed by director Masahiro Sakurai himself.

In a recently-uncovered interview in Japanese, Sakurai stated, “It is impossible for manga characters to join (Super Smash Bros.). While we can accept characters from other companies, we cannot, under any circumstances, take in anything and everything under the sky.”

So while Goku and his allies and enemies may be the hottest thing in fighting games at the moment, their roots in manga prohibit them from existence in the Smash universe.

Source: NintendoSoup

This week’s GameSpot Versus tournament Super Street Fighter II Turbo features multiple heavy hitters

While Canada Cup may have featured the pinnacle of international play in Super Street Fighter II Turbo, over in Japan, the grind never ends in the nearly 25-year-old game. With GameSpot Versus hosting a regular East vs. West-style team battle competition, you’re guaranteed to see some high level play coming out of the country on the regular. You’ll find famous talent such as the best Fei-Long player in the world, Koemon, Kotaka Shoten’s Guile, and Tomo — the Japanese Ryu player who was studying in Southern California and was routinely mistaken for America’s legend Tomo Ohira.

Source: Super Street Fighter II Turbo

Catch up on the insane new tools of Asuka Kazama in Tekken 7

I’m not sure if anyone actually expected Asuka, traditionally an all-or-nothing risk taker anchored by decent pokes and reversal gimmicks, to become a top character in Tekken 7. Season 2 has been incredibly kind to her, though, so if you’ve underestimated this Kazama-Style practitioner in the past, it might be time for you to hit the lab.

Nearly every change that was flung Asuka’s way resulted in buffs, including slight property changes that gave her one of — if not the — best homing attacks in the game. Check out the latest character breakdown from to get up to speed on the new Asuka.

Source: That Blasted Salami