Despite his position within the top 10 being somewhat of a meme within the Smash 4 community, there is no denying that Mario is quite the contender. He already possesses some fantastic combo tools, but this new footstool lock should see him getting more reliable kills.
Hoping to show players how to use this footstool lock in a game, the Beefy Smash Doods have made a new tutorial video to teach people everything about this setup. It’s quite tricky to do at first, requiring a footstool, a neutral air lock and perfectly placed jabs in order to set up for a kill. Moreover, this lock simply will not work on some characters due to their fall speed and gravity. However, if you do manage to land it, it can kill your opponent starting at around 50%.
After covering how to strengthen your offense and defense in the last two episodes, Genex|Frabisaur looks at a topic he feels many new players don’t grasp until later in their fighting game careers: how to properly utilize projectiles. Questions answered in this video include, “How should I think about projectiles?” and “What is a ‘Fireball Game’?”
Reiterating that Street Fighter is primarily a ground-based fighting game, Frabisaur encourages players to think of projectiles as tools to control the match, as opposed to considering them offensive or defensive options, as the varied timings allow you to force adversaries to make mistakes as they try to approach or evade.
When you throw projectiles, you should always be thinking, “What do I want this projectile to make my opponent do?” and know we’re getting into what we call a “fireball game.”
Frabisaur advises that every fireball should be thrown with a purpose. After you’ve conditioned your opponent to either stand still and take chip damage, or to lose large amounts of their life trying to approach you, you can then vary your timings so that they can never make a read or learn anything about your patterns, providing you mental and physical control over them.
Lastly, Frabisaur even teaches you how to apply the “Gambler’s Fallacy,” to throwing fireballs, as the longer you don’t throw them, the more anxious your opponent will get for one to come, and will overextend themselves trying to avoid a fireball that’s never actually thrown. You can catch the full video below for his full explanation. You can also question him further on Twitter at Frabisaur. Or tune into his stream on Thursdays at https://www.twitch.tv/frabisaur!
Well, I’m ready to admit when I was wrong. When Punch Planet teased the reveal of “Dog” in one of their more recent videos, I thought for sure the first footage of the character would be at the game’s appearance at Next Level Battle Circuit. Instead, Sector-K Games has decided to go ahead and show off some Dog combos for us, right now:
While stressing that the character is still in-development, I think the company is off to a great start. I even kind of like the placeholder triple Blanka-ball super, but would understand its removal for something more elaborate down the line. If the slow visual improvements are anything like the trajectory Cid and Roy took since their initial appearance, I am sure Dog is going to end up as a worthy addition to the roster. In the meantime, we now at least have a clear picture of what the canine is about: divekicks, ambiguous which-ways, and fangs.
Legendary Street Fighter stalwart Alex “CaliPower” Valle sat down with Yahoo! Esports’ Michael “Bizarro Mike” Martin to run some Rashid v. Kolin matches. During the Street Fighter V set, Valle gave live narration of his thought process while playing Rashid, and his overall ideas on way to improve your own personal SFV play.
It’s pretty exciting to watch someone so in control of their game-play to explain themselves in real time. There’s plenty of valuable tips in this set, ranging from corner pressure to meter management. You don’t have to be a Rashid player to learn something from this veteran’s performance. (But Rashid players should probably pay close attention, too.)
After raising $6 million in funding for their (still) unnamed platform fighter, Wavedash Games have released a bit more information surrounding their long-awaited project. In an interview with TechCrunch, chief executive Matt Fairchild and creative director Jason Rice revealed to platform fighter fans that not only is the game set to launch in Q2 of 2018, but that a beta should finally be coming sometime in 2017.
This interview has also hinted at the overall narrative for the project, with the game taking place in “intergalactic society where gladiatorial competition has replaced warfare.” The game is set to launch with eight fighters, with each one representing their respective homeworld. According to Rice, Wavedash have “a moral objective to see that our game is diverse and inclusive,” so expect the game to steer clear of tired character stereotypes. So far, we know about the Captain Falcon-esque Ashani, the space goat Kidd, the socialite grappler Xana, and the gunslinger Raymer–who is set to be fully revealed later this month. You can see what looks like Raymer’s pistol and hand in the featured image above, so expect some form of keep-away character, possibly in the vein of Samus.
When Wavedash reveals Raymer later this month, hopefully we also finally get to see these characters in action. A working title would be helpful as well! The project is currently scheduled to launch on only PC next year, but expect details on potential console releases as more information begins to trickle out.
Following on from their last episode on Gorilla Grodd, PND|Ketchup and PND|Mustard are back with yet another character guide as part of their “Getting Started” series for Injustice 2. Moving from a brawler to a zoner, this episode is focused on the gun-toting assassin Deadshot and his arsenal of long-range weaponry. As with the other guides in this series, all of the footage was taken from a pre-release build, so some combos and damage values are subject to change.
As his name suggests, Deadshot’s kit is centered around his guns. His combat trait has him loading specific ammo into his wrist-mounted cannons, augmenting his specials and some of his combo strings. His incendiary rounds do the most damage, his poison rounds drain your opponent’s meter on hit and his explosive rounds do greater knockback. Deadshot players will have to learn which round is best for which situation, so head down the gun range and get practicing.
His rifle packs more of a punch, pushing opponents back even on block and dealing considerable chip damage. If you looking to frustrate your opponent at full screen, use a combination of both rifle and explosive shots to keep them locked in place. As a keep-away character through and through, expect quite a few Deadshots looking to bag a quick bounty when Injustice 2 launches on May 16th.
The King of Fighters XIV players may already be familiar with Whip’s Crescent Swatter projectile reflector, and the unique properties of the wind ball that it spawns. The ball isn’t treated like a regular projectile, leading to some interesting interactions with other projectiles and moves.
It is these interactions that Gatoray explores in this new video, showing what happens when certain moves collide with it. The most interesting parts here involve moves with projectile properties–that will interact with the wind ball–as well as certain projectiles that will still go through the ball, due to their own unique properties.
With Marvel vs. Capcom: Infinite coming in a few months, the community behind another Versus game is coming together on the hype train. The Tatsunoko vs. Capcom Netplay Community on Discord is putting together a special online summer league for the game.
Called Tatsunoko vs. Capcom: Infinite, this online round robin league starts on May 21, and will run all the way until September 17–just a couple of days before Marvel vs. Capcom: Infinite hits consoles. The last bit is important, because on the line in this league are two copies of Marvel vs. Capcom: Infinite for PC.
For anyone interested in joining, registration for Tatsunoko vs. Capcom: Infinite is now open. Interested players can head on over to the league’s Challonge page or the Tatsunoko vs. Capcom Netplay Community Discord channel.
In the meantime, here’s the trailer for the league:
See how each fighter’s appearance has changed throughout the history of Street Fighter!
Many of the fighters we know and love (or love to hate) have been with the Street Fighter franchise for quite a long time. Over the past three decades we’ve naturally seen advances in the technology supporting these titles, and the characters have evolved to keep up, of course; gaining more detail and changing their appearance with each new iteration.
MuchGames demonstrates exactly how much these characters’ in-game models have changed very effectively in these morphing GIFs, each showing us in a few seconds how a Street Fighter changes over the course of multiple games–from their origins, up to Street Fighter X Tekken or Street Fighter V. Check out the GIFs for Ryu, Ken, Chun-Li, Sagat, M. Bison, Sakura, and Akuma below! It’s fascinating to see how each character has changed in each game, while retaining common identifying elements in their design.
The original post on MuchGames also includes additional information about each character’s history and design, be sure to check it out!
Many thanks to MuchGames for these intriguing GIFs, and to Kip Wright for the tip!
Balrog: he WANTS THAT FIGHT MONEY. And he’ll catch you with a charged Turn Around Punch–taking that round you thought you were about to win–to get it, if you aren’t careful. Sometimes even if you are!
Ominous_ offers up some more information on the TAP in this video, detailing the charge time and frame data for each level of the TAP, and discussing where and when you need to watch out for its application.
YogaFlame24 had a bit of fun recently, showing off some nasty TAP interactions that knocked the opponent down for the count–and reminding us that it was scary in Street Fighter IV, too. Indeed, Balrog is One Punch Man: doomed to wander the Earth until he finds some chump that isn’t flattened by a Final TAP.