Get more damage out of knockdowns in The King of Fighters XIV with these on-the-ground catch combos

One thing that helps differentiate The King of Fighters series from similar ground-based fighting games are the plethora of on-the-ground hitting moves that its characters have. These allow characters to add damage if they score a hard knockdown on their opponent. The King of Fighters XIV is no exception, and multiple characters can net additional damage with moves that catch their opponents just off the ground.

Gatoray explores these moves, as well as some combos and juggles that can be performed by using them out of knockdowns. The combos in the video below range from simple extensions to some pretty damaging combos, given enough meter. This includes an amazing 800+ damage combo for Sylvie that uses only 4 bars, for only 2 super moves.

Source: Gatoray

Multiverse Mode revealed for Injustice 2 at Insomnia Gaming Festival

This past weekend, the Insomnia Gaming Festival was held in Birmingham, England. In addition to a variety of gaming tournaments to celebrate the Festival’s 60th “Lanniversary”–including an appearance by the upcoming Tekken 7–the event included a playable build of Injustice 2.

While there were a series of scheduled exhibition matches between some of the U.K.’s top NRS talent, there was also a significant reveal: the existence of the new single-player Multiverse Mode. Most recently teased on the latest Injustice 2 Watchtower live stream by NetherRealm’s Community Specialist Tyler Lansdown as being “kind of like [MKX’s] Living Towers, but not really,” this seems to serve as the equivalent to Towers, and should be a great way for players to farm for Gear, without journeying to online battlegrounds.

In addition to the campaign, online, and fighting game standard arcade modes, Injustice 2 also introduces the new Multiverse mode. Similar to Mortal Kombat X’s Towers, the Multiverse allows players to travel to an ever-changing series of parallel worlds in the DC Universe and battle alternate versions of the heroes and villains with various handicaps, stipulations, and goals. Completing the gauntlet, you’ll gain access to various tiers of Motherboxes, which yield new Gear, items, and shaders for your characters.

Six of the seven planets available in the screenshot below are named, “The Rage,” “Blown Away,” “Overthrown,” “The Grave,” “Bad Odds” and the “Fifth Dimension,” with many of these titles no doubt being references to events within the DC lore, (as well as a quick jab at Mortal Kombat vs. DC Universe’s defining mechanic). Each planet has between one and three objectives for players to complete, and are all set to expire in varying amounts of time, mirroring Mortal Kombat XL’s hourly, daily and Premiere Towers, which changed weekly. There are also five squares on each planet, with “The Grave” having three lit up, perhaps indicating that each world will have five “Levels” to battle through?

Injustice 2 Multiverse Mode

NRS content creator Super has posted a pair of videos to further explain what little we know about this new gameplay mode right now.

Finally, someone was also able to snap a screenshot of Deadshot’s Trait from the in-game move list, as we haven’t seen much of the Suicide Squad member since his reveal back at Gamescom in August. We can see that he has three types of ammo available, that will likely have various effects on his attacks. Simply pressing the Trait button will load up his “Incendiary Ammo.” Pressing Trait while holding forward provides him with “Explosive Ammo,” which has 1 frame of startup and will make his Wrist Cannon special moves do more damage, along with an additional buff. Using Trait while holding back gives Deadshot “Poison Ammo,” which will no doubt inflict Damage-Over-Time (DOT) to his opponents, similar to Venomous D’Vorah and Acidic Alien.

Injustice 2 Deadshot Trait Movelist

What do you think of this new game mode? Were you a fan of MKXL’s Towers, and if so, is this something you’ll be playing regularly to acquire your Gear and shaders? Or do you prefer to earn your items through combat? Give us a hint in the comments below!

Sources: Super; Test Your Might

 

Take a stance! Learn what Paul Phoenix can do with his Sway and Crouch Dashes in Tekken 7: Fated Retribution

Take a stance! is an article series designed to help you analytically approach the wide world of stances in Tekken. 

Welcome back to Take a Stance! In previous articles we focused on stances with expansive built-in options. Today’s character, Paul Phoenix, has quite a different take on this, as his “stances” are very brief transitions that occur in his movelist.

I eased you into this idea a little bit by introducing you to King’s Crouch Dash, a temporal state that works as both a “stance” and a mobility option. Paul’s role in Tekken is that of the muscle-brained brute, and that is reflected in Paul’s options in–and out of–stance. While it’s still necessary to talk about some of the built-in options here for Paul, what we’re really focusing on is the theory of his two stances: his Crouch Dash, and his Sway.

Note: for those unfamiliar, here’s how to read Tekken notation.

Crouch Dash

Of his stances, Paul’s Crouch Dash is the most straightforward. This may come as a shock, as Tekken’s highly complex dashing options are legendary. Well, Paul’s isn’t. There’s still depth to it, but not on the same level of the Mishimas.

Crouch Dash is performed with a simple input, QCF. If you’ve found your way to a website called Shoryuken, I trust you can throw a fireball in Street Fighter. Keep that analogy in mind as we look at his options from Crouch Dash.

Input Hit Level Speed Block Stun Hit Stun Counter Hit Stun
qcf+1 h 16(18~) -5 <-7> <-7> Launch Launch
qcf+2 m 13(15~) -17 KFUD KND
qcf+3 l (TC) 18(20~) -14 0 KND
qcf, 4 m 11~12 (13~) -6~-5 +5~+6 +5~+6
qcf+3+4 m (TJ) 19~20 (21~) -9~-8 Launch Launch
qcf, 1+2 l 27 -12 KND KND

You almost inevitably picked up this character because your jaw dropped when you first saw the damage on qcf+2, aka Pauls’ Death Fist. You may be surprised to see this move is wildly unsafe. However, this is one of those instances where the frame data doesn’t tell the full story.

Death Fist, like a fireball, is an amazing footsie tool. It pushes so much on block that it greatly reduces what your opponent can use to punish the move. On top of that, Death Fist has decent range, so if you can place it at its furthest ranges, many characters can’t even punish the move on block at all.

As Paul’s opponent, how do you beat Death Fist? You have two realistic options:

  1. You learn to punish versus Death Fist at every range.
  2. You try to make Paul whiff Death Fist during footsies with a sidestep or a back dash.

That’s pretty much it. If you can’t do one of those, Death Fist will forever remain a wall standing in your way. Death Fist is the ultimate “check” in the Paul matchup, and versus some intermediate skill levels could be all you need to win.

The smallest backstep creates enough space on a blocked Death Fist to make Feng’s shoulder punish whiff.

Now, let’s pretend you, as Paul, are fighting someone that blocks and punishes Death Fist. What do you do to open them up?

Namco did a very good job of giving Paul’s crouch dash just enough options to remain flexible. Paul can cancel crouch dash in two ways: The first method is to input a sidestep with a single tap of “up.” This is your only mobility cancel option from crouch dash, and the fastest way to return to neutral. You can repeat this with “QCF, U, QCF, U…” if you’d like, but it doesn’t have quite the same speed or ferocity of a Mishima wave dash. It does, however, give you access to sidestep moves from a crouch dash.

More importantly, though, you can cancel a crouch dash with d+4. You cannot cancel crouch dash with other moves, but since Paul’s neutral is built around the fear of the Death Fist/D+4 sweep mixup, Namco made an exception for this move. The trick is to do D+4 as you rise from the crouch dash. Once you learn D+4’s just frame, you will have one of Tekken’s most frightening and frustrating 50/50s at your disposal.

The rest of Paul’s Crouch Dash’s other options are all standard Tekken fare. QCF+1 is a high, safe combo starter that has decent range. QCF+3 is a unseeable low that’s neutral on hit. QCF+4 is your WS+4, and we talked about the strengths of a mobile WS+4 in the King article. QCF+3+4 is a nice, somewhat slow jumping mid knee that’s safe on block. And lastly, QCF+1+2 is a garbage slow low that is safer than it looks, but still unsafe to generic WS+4’s. It’s a good knowledge check, but it’s a pretty bad move otherwise.

Sway

Sway is a strange beast. As a Paul Player, you’ve likely already encountered it when trying to learn how to backdash cancel. You can’t block during it, you can’t cancel it into a backdash or crouch dash, and it doesn’t really move that far. You can cancel it into sidestep using an up input (the same way you cancel your crouch dash) but as a mobility option, it’s not good.

Sway, however, does give you a wide variety of attack options. I’m not talking about built in options, either: you can cancel Sway with any attack that uses a up, forward, down-forward, down, or down-back input. No back directions being allowed, unfortunately, means you don’t have access to your homing move B+2. That’s right- if Paul sways, the opponent can sidestep right and avoid every single mid he has access to, and even most of his highs. What can Paul do? Well, look to Sway’s options itself for the answer to this.

Input Hit Level Speed Block Stun Hit Stun Counter Hit Stun
qcb+1 m 21~22 (23~) -2~-1 OC KND KND
qcb+2 m 15(17~) -8 KND KND
qcb+3 l (TC) 18 RC(20~) -21 -10 KND
qcb+3, 2 l, m 18(20~) -10 +6 +6
qcb+3, 2, 1 l, m, h 18(20~) -10 KND KND
qcb+3, 2, 3 l, m, l 18(20~) -13 0 aUD
qcb+4 h 15(17~) +3? KND CS
qcb+1+2 m 18~19 (20~) -14~-13 Launch Launch

Though Paul has access to good mids from Sway, they also lose to sidestep right. Paul’s only means of countering a sidestep right from sway is Sway+4 and Sway+3,2. Sway 4 is a high with frame advantage, and Sway+3,2 is a low, mid string that serves as a great knowledge check. Paul opponents must learn what Sway 3,2 does, otherwise it will eat them alive. The second hit of Sway 3,2 guarantees both string enders for massive damage. If you, as Paul’s opponent, get hit by Sway 3, always block mid versus the second hit. Sway 3 itself is awful on hit and block, and you can duck both enders, so the move amounts to nothing more than a gimmick for Paul to check you with.

It’s a strong gimmick, though, and one that shows up in high level play often. Paul’s DF+1 is the only move in his move list that cancels into stance: here’s Spero Gin using DF+1 > Sway 3,2 to check his opponent’s knowledge of the string. His opponent knows the gimmick: he eats the Sway 3, blocks the mid, and punishes it’s -10 recovery. With this info, Spero Gin could consider mixing up safer mids or Sway 4 now, as his opponent did not attempt to step.

ITS|Spero Gin mixing Sway 3,2 into his poke pressure from a sway cancelled DF+1.

Cancelling from DF+1 is likely the most common use of Sway, as the cancel from DF+1 allows for some pretty strong pressure. For example, DF+1 > Sway Cancel into F+1 is a frame trap. It can also be side stepped right, but the timing for this evasion is a little tight. Of course, if your opponent doesn’t know how to deal with Sway options (ie. they aren’t side stepping right) you are more or less free to pressure them however you’d like. QCB+1 and QCB+2 are both safe mids that deal good damage and knock down, and QCB+1+2 is a launcher mid, if you’re certain they will get hit by a mid in this situation.

Incomplete Somersault/Crouching Ki Charge

This is purely trivia, but I figured I’d include it for completion’s sake. If your opponent is so tilted that they let you hold down for a full second, Paul does a taunt and gains the same properties a 1+2+3+4 Ki Charge gives. You could technically consider this a stance, as it gives you brief access to one move: The Incomplete Somersault. Immediately after you gain the Ki Charge, press u+3+4, and Paul will do a massive flip kick. This move does the same damage as a raw Death Fist. But, frankly, if you land this in a match, your opponent really should just forfeit the round all together.


And that’s it. Paul’s a bit of a tank when it comes to the mobility on his stances, but when you have a move like Death Fist, that’s probably for the best from a design standpoint. Learning how to punish Death Fist and neutralize Sway 3,2 should probably be some of the first anti-Paul tech you learn. The key to beating Paul is removing his gimmicks and beating him in the honest neutral. And no guide can teach you that last part–that’s between you and your opponent.

And if you’re Paul, and they don’t know how to deal with Death Fist properly… well. You know what to do.

Sources: INATEKKEN [for frame data], TekkenZaibatsu

Your wish is granted: Check out this Dragon Ball Z stage mod for Street Fighter V on PC

One of the most popular way to modify Street Fighter V’s aesthetics on PC is to swap character models out with those of characters from other popular franchises. This next mod, however, doesn’t change a character–but rather an entire stage. Created by Monkeygigabuster, this mod lets Street Fighter characters duke it out in Kami’s Lookout from Dragon Ball Z. The stage comes complete with two wish-granting dragons (Shenron and Porunga) watching the action from the background.

Interested players can get the stage mod (which players can choose to replace either Frosty Boulevard, or the training stage) over at Monkeygigabuster’s DeviantArt page. In the meantime, check the stage mod in action in this video from XusesGB.

Sources: Monkeygigabuster, XusesGB

Frabisaur teaches you how to strengthen your offense in The Fighter’s Dojo, episode 5

After covering the ins and outs of frame data in his last episode, Frabisaur’s latest entry of The Fighter’s Dojo focuses on applying the concepts of frame data to strengthen your offense when in the heat of a real battle scenario.

The questions answered in this video include: “How do I open up my opponent?” and “How do I create strong offense?” Beginning the video by discussing perspective shifts that can come about from spending too much time playing in Training Mode and against the CPU–such as focusing solely on what you want to do, instead of trying to outwit your opponent and counter what they are trying to do.

After a brief discussion on what frame traps are and how to use them, Frabisaur utilizes the visual aid of Nash putting Balrog into a terrifying chain of mixups, due to the Paradoxical Avenger’s advantageous pokes. He moves on to another integral part of higher-level play that can carry some confusing lingo, the concept of meaties.

A meaty is basically forcing your opponent to wake up into an already active move. Startup frames of animation take time, especially on heavier buttons. After I’ve knocked down the opponent, while they are doing their stand up animation, before their hurtbox becomes active, I can use that time to do all of my startup frames and make them stand up into an already active hitbox. They’re essentially waking up into an attack. The reason this is such a good mixup is because I can use it with an attack or a throw, since they have 5 frames of startup. So [Balrog] gets forced into a terrible situation, where he’s got to guess, “is it gonna be a throw, button or is he gonna try and block on me to bait out that reversal?”

In closing, Frabisaur touches on the importance of having the knowledge and judgment to determine what decisions to make when foes correctly guess and escape your pressure, as well as identifying when the proper time comes to end your offense, depending on your character’s specific tools and the situation at hand. You can see the entire video below. You can also follow Frabisaur on Twitter, and he will be streaming soon at https://www.twitch.tv/frabisaur.

Episode 6 will examine how to apply the concepts of frame data to improving your defense, in order to make you a more well-rounded player regardless of your chosen game.

Source: Frabisaur

Killer Instinct: Definitive Edition is on sale at the Microsoft Store

While the game itself can initially be tried for free, the easiest way to get the complete Killer Instinct experience is to purchase the game’s Definitive Edition which contains all 3 seasons worth of DLC characters. Now may be the perfect time to do so, as the Killer Instinct: Definitive Edition is currently on sale.

Killer Instinct: Definitive Edition is currently available for only $27.99 over at Microsoft’s online store. This represents a 30% discount off its original $39.99 price. Xbox Live Gold members can get the game for only $23.99–an additional $4 off the discounted price.

As previously stated, the Definitive Edition package contains all the characters, from all three seasons. In addition to this, it also comes with Killer Instinct Classic, which allows players to experience the 1994 original on their Xbox One.

Interested parties should head on over to Microsoft soon, however, as there is less than 24 hours remaining on the sale.

Source: Microsoft

Poison Ivy unleashes the wrath of the Green in her Injustice 2 gameplay reveal trailer

As we enter the final calendar month preceding the release of Injustice 2, it’s going to be a blossoming week for fans of Poison Ivy. Though we first only saw a small snippet of her gameplay in her initial reveal in the “Here Come The Girls” trailer on Valentine’s Day, she has been confirmed by NetherRealm Studios Community Specialist Tyler Lansdown to be receiving a character breakdown on the next Injustice 2 Watchtower livestream (alongside Catwoman and a third character to be named) sometime next week.

But lovers of Dr. Pamela Isley’s bioterrorism techniques don’t have to wait any longer for a preview, as she has received her own gameplay trailer today:

Injustice 2 will release for PlayStation 4 and Xbox One on May 16th.

Source: InjusticeGame (Twitter); via Test Your Might

Super Street Fighter II Turbo HD Remix and Skullgirls Encore for PlayStation 3 discounted as part of PSN’s Flash Sale

For any PlayStation 3 owners looking for some fighting games to play on their console, a couple of the best downloadable fighters on the system are currently on sale as part of a Flash Sale on the PlayStation Network.

Super Street Fighter II HD Remix, the rebalanced re-release of the classic Super Street Fighter II Turbo is currently on sale for only $3.99. The game features the original “Super Turbo” cast with a host of balance changes meant to tighten up the game’s admittedly lopsided match ups. In addition to this, it also features brand new HD sprites drawn by the artists over at Udon Entertainment and rollback netcode for some smooth, online combat.

For those looking for something more chaotic, Lab Zero’s Skullgirls Encore is also on sale for only $1.99. This eclectic fighter pays homage to the classic Marvel vs. Capcom 2, refining the many unintended mechanics of that game into a solid tag-team fighter. As with HD Remix, Skullgirls Encore also features rollback netcode, this time via the use of GGPO, the networking solution originally developed by Evo and Shoryuken co-founder Tom “Ponder” Cannon.

Any players interested in picking up either of these should hurry however, the flash sale ends at 1:00 PM on April 17.

Source: PlayStation Network

Offering another potential way to play Super Smash Bros., Alt Lab Controllers show off the Smash Stick

While a battle has been raging between the Smash Box and the B0XX to be the true next evolution in controllers for competitive Smash, a third controller has quietly slipped into view. Choosing to eschew the HitBox-esque buttons for controlling a character’s movement, this new controller uses a traditional arcade-stick to move characters about in a way more players understand at a glance.

Aptly named the Smash Stick, this prototype controller looks more like a traditional fight stick, with a joystick and five button ‘homerow’ to move your character around. Unlike the Smash Box or the B0XX, the joystick is completely analog, with buttons for X, Z and the C-Stick being placed outside of the homerow. There is a toggle on the back of the stick to switch the C-Stick buttons to the D-Pad and vice versa.

While the stick may not offer the surgical precision that the Smash Box or the B0XX provide, it is an ergonomic design with a button layout which requires minimal flexion or extension of the fingers while playing. From first glance, it seems to sidestep many of the problems that has plagued both the Smash Box and B0XX in terms of giving players a distant advantage in game, while also being a suitable ergonomic alternative to the traditional GameCube controller.

The Smash Stick is still in active development so expect aspects of its button layout and overall design to change as more people test this extra control alternative.

Source: TheBlackHombre

Jmcrofts lists 5 things he loves and 5 things he hates about Street Fighter IV

Recently, jmcrofts has been doing a series of videos chronicling both some of the things he loves, as well as some of the things he loves about particular games. Last month, he even provided us with his list of the top 10 worst characters [in terms of tiers and competitive viability] in Street Fighter history.

This time, however, he takes a look at five things he hates, followed by five things he loves about the Street Fighter IV series, in order to provide viewers with a balanced perspective and to show both sides of the coin.

SFIV was the title that reestablished the fighting game genre back into mainstream culture, and brought our community to unprecedented heights that many thought we would never reach. With the largest character roster in the history of the series, with a massive 44 fighters, along with new mechanics, such as Ultras and  Focus Attacks, there was quite a lot to learn about the game at and all levels of play. Combine these with Crouch Teching, Option Selects, a pletheora of Divekick and Vortex characters and some of the most celebrated balance in the franchise’s history by the time Ultra’s final patch rolled around and you’ll quickly find that there is certainly a lot of elements that could prove divisive amongst the title’s massive fanbase.

Towards the end of the video, jmcrofts provides a message to viewers about considering both sides of the argument before casting final judgment on any product.

I think it’s important for all of us that you kind of don’t think about things in purely black and white. It seems like for a lot of people they either completely love something and they can’t accept any criticism of it, or they completely hate it and they get upset when people say good things about it. So I think it’s important to kind of be able to acknowledge good and bad things in everything. No game is perfect, and no game is 100% bad with no redeeming qualities.

 Do you agree or disagree with his list? Are there other things you would’ve put in your own? Check out the full video below and let us know how you feel in the comments section!

Jmcrofts has also made “5 Things I Love and Hate” lists about Street Fighter V and Ultimate Marvel Vs. Capcom 3 as well, that you can check out here and here.

Source: jmcrofts