This NetherRealms-specialist will now be fighting under Circa’s banner!
Circa eSports has officially announced that Christian “Forever King” Quiles is joining their team! Forever King has made quite the mark in both Injustice: Gods Among Us and Mortal Kombat XL, holding a spot within the top 5 worldwide for both of these NetherRealm Studios titles, based on the SRK rankings.
Forever King has already expressed his fondness for Injustice 2, so he’s surely eager to rock the tournament circle in NRS’ next title, too. We look forward to seeing it!
Imagine you’re a fighting game designer. You’ve put blood, sweat, and tears for years into this massive project, and now it’s shipped to the world. It gets played by a lot of people, and is generally loved, but high-level play looks completely different from what you envisioned, because of a glitch you didn’t catch. How do you feel? What would you do with this glitch if you had the chance to make a sequel to this game?
Such a broad question has to be answered differently, of course, depending upon the game and the nature of the glitch. Sometimes companies roll with the punches and incorporate the “glitch” into future titles. Famously, that’s exactly what happened with combos in Street Fighter, and backdash-canceling in Tekken. Sometimes companies axe the glitch all together. (Wavedashing in Smash Brothers Melee, for example.) Such was the fate of SoulCalibur II’s Step-Guard glitch. Or, as the soulcalibur.com forums called it at the time, Step-G.
(Just so that we’re clear, we’ll be using the numpad notation scheme that’s commonly accepted in SoulCalibur to refer to moves. If you’re not familiar with it, check it out here. There’s even a video explanation for this!)
Let’s define Step-G. SoulCalibur teaches you right off the bat that there’s an attack triangle between Horizontal Attacks (the A button) Vertical Attacks (The B button) and Movement. You want to step around vertical attacks, but step loses to horizontal attacks. In SoulCalibur II, vertical attacks will “break” horizontal attacks when they collide, and vertical attacks usually have more vertical range (obviously), allowing you to play strong footsies with them. Vertical attacks are usually your combo starters, too (for example, the generic launcher, 3B.) If you went by just what the game teaches you intuitively, you’d have this…
Horizontal (A) > Step > Vertical (B) > A…
But what if Step also beat A? That’s where Step-G comes in. For whatever programming reason, there’s a bug that lets you guard while stepping. If an attack’s hitbox intercepts your step and you’re holding the guard button, you block it. Period. So now your horizontals can’t hit step. As a game designer, this is a worst-case scenario–a fundamental breakdown of the basics of your game.
Step-G was not always a common sight. During the initial arcade run, Step-G was secret tech held by top level players to keep themselves as safe as possible during tournament play. Since YouTube wasn’t a thing back then, it was a lot easier to keep secrets like this, and Step-G-using players ruled uncontested until console release. Countermeasures were developed: Step-G couldn’t guard low, for example, so a common way to defeat it was to find a low that had some sort of step coverage. You could also use grabs that tracked step, but the Step-G-er could still throw break during the step, and not every character had throws that could track step well.
Even with these weaknesses, it wasn’t enough to knock Step-G out of the meta. It protected you too well, and everyone could do it. Unlike, say, the dexterity of a Tekken backdash-cancel, all you had to do was press and hold a button. Anyone of any skill level could use Step-G easily. And it didn’t stop there: Step-G ended up being just one symptom, and not the illness itself, of SC2’s code. More glitches would appear: G2 during Guard Impact allowed players to block during the normally vulnerable frames of being guard-impacted. TER (Throw Escape Recovery) allowed people to act out of the recoil animation of broken throws. G2 during specific moves shaved off recovery frames. All of this and more piled onto SoulCalibur II as time went on, further “breaking” the game, and almost all of these were bugs similar in execution or input to Step-G in some way.
And yet, SoulCalibur II is by far the most beloved game in the franchise for tournament players. SoulCalibur II has seen a massive resurgence lately among players of 8wayrun and beyond. It’s going to be a main game at Combo Breaker. Popular FGC streamer (and SC2 World Champ) Aris dedicates a weekly stream solely to running the classic game. Even though Step-G was removed from the series afterwards, there is nowhere near the same clamor for SC3 and beyond.
The truth is, you can’t look at Step-G in a bubble. Step-G was a terrible glitch, for sure, but it existed for the right game. In SC2, moreso than any other Calibur game, frame data is wildly safe across the board and every character has shockingly strong tools, from the toppest of top tiers (Xianghua, Yoshimitsu, Cervantes) all the way down to the bottom (Yunsung). It isn’t even an opinion that SC2 has the greatest character diversity in its tournaments–it’s trivia.
Hayate wipes out Team Belgium with his Yunsung.
Without Step-G, though, it wouldn’t have mattered. This is because the characters with the absolutely safest and strongest vertical launchers would be on another plane of existence from the rest of the cast. Step-G didn’t just break the game, it exposed some of the bad design elements of it: some verticals tracked step. Some horizontals didn’t track step. Even without Step-G there were some characters that just absolutely couldn’t find a move with the A button to hit a stepping opponent. (Hi, Raphael.)
One of the best moves in SoulCalibur II is Xianghua’s 22B: a side-stepping, safe, reasonably fast vertical mid that launches and covers step completely. It beats step, beats A attacks, and likely will either clash with or beat other B attacks. Without Step-G, it could completely keep an opponent pinned in guard, too afraid to step. Step-G gave half the cast a fighting chance against Xianghua by allowing them to move when she was on the screen.
It was a combination of the overwhelming strength of the whole cast, coupled with the fundamentally poor implementation of the core attack triangle, that made Step-G not only reasonable, but necessary to the game. You could make the argument that Namco knew this, too–because when Step-G got the boot in SC3, so did the good frame data. No other SoulCalibur would have a cast as strong as SC2’s. SC4 Hilde, widely regarded as one of the most imbalanced characters in all of the franchise due to her hilariously safe combo starters, ring out potential, and high damage, would have probably been a reasonable character in SC2’s over-the-top landscape (and football stadium sized arenas). Likewise, the mostly mediocre SC2 Yunsung would almost inevitably appear top tier to SC5 players, thanks to his bevy of safe mids, high damage, and his semi-fast 11K knockdown low.
There was something of a “Tekken”ing that occurred to the SoulCalibur series starting at SC3. Tekken’s lows, and frame data in general, were very different from Calibur’s at the time. Launchers were very unsafe, fast lows usually didn’t give advantage on hit, and if they did, they were also unsafe on block. This is the exact opposite of the way frame data works in SC2. Neither approach is “wrong” because for Tekken and SC2, these philosophies worked in the engines they were built for. But by shoehorning in another game’s frame data philosophy, it became a lot harder to do things in SoulCalibur.
Let’s look at the tale of Raphael 2K, a tragedy in four parts.
Game
Impact
Damage
Block Stun
Hit Stun
Counterhit Stun
Soul Calibur 2
i15
16
-11
+5
+5
Soul Calibur 3
i15
14
-14
-4
+2
Soul Calibur 4
i15
14
-14
-4
+2
Soul Calibur 5
i15
12
-14
-2
-2
Almost universally, the tale of Raph 2K is the tale of what happened to frame data as the series progressed. 2K is an ineffectual shin kick that does little damage but grants some frame advantage on hit, and its mostly low risk if it’s blocked. Since most of Raph’s other lows are slow, it’s his primary way of opening up opponents. By making it minus on hit, you effectively remove his ability to pressure, and his ability to even make a good opponent consider ducking versus him. Versus the wrong character (say, Sophitia), a blocked 2K means he loses 20%+ of his lifebar, too, hardly worth the effort of using a move that’s negative on hit. It’s not just Raph that suffered this fate: this happened across the board to lows, and even to the speed of many basic mids. Characters could just do less to you overall as the series progressed. The damage nerfs listed here are meaningless on this move since it never was about its damage in the first place, but it’s a funny number to watch all, all the same.
It might seem like we’re drifting away from the subject of Step-G a bit, but the point that I’m trying to make is that by removing both Step-G and strong offensive options, the pendulum swung too far in the other direction. Whereas there was a busted defensive glitch there to balance out insanely busted offensive options in SC2, movement became neutered and unreliable in later games with bad offensive options. There was finally balance found in Soul Calibur V’s heavily modified step system, but there were other problems outside of the game-play mechanics that sunk that game, too.
So, here we are. SoulCalibur 2, the Marvel vs. Capcom of 3D fighters, sits in a strange point in history as a completely broken fighter that was made better by the majority of glitches that were discovered. Tiers compressed. Competition strengthened. The meta advanced. It’s highest levels of play are intense, varied, surprisingly easy to pick up, and drawing players back to its world over a decade later. And it was completely unrecognizable from what the original designers wanted. Players of all skill levels point fondly to playing SoulCalibur II, glitches and all, and say “Yes. I’m having fun right now.”
Back to the original question. Do you keep Step-G? Do you build a game around it? Can you build a game around it? Capcom built a genre out of combos, and Tekken’s movement glitches are doing just fine. Namco is at something of a crossroads with the Calibur series-SoulCalibur V’s engine is solid and with the right characters and single player content, I am convinced it would do well financially. But that’s not the same game, or the same audience that’s applauding and playing the happy-accident filled SC2 right now. If Namco attempted to make an intentionally over-the-top game like SC2 and succeeded, that would be an unbelievable design achievement. As much as I love to play armchair game designer, I can’t say for certain if that’s the right decision. No one wants to admit a demonstrably-broken glitch helped save a game, and a delicate hand would be needed to mold something intentionally around Step-G successfully.
It took Namco several SoulCalibur games to get its step system right by design, and the series suffered heavily in other areas as a result. If recent streaming trends are any indication, there’s plenty of players for Namco to survey to find out why they keep coming back to SC2. If that (unlikely) scenario happens, hopefully the players interviewed will find it easier to admit that SC2’s flaws made it, somehow, fantastic. I think 15 years of hindsight should help with that.
As part of his massive working guide to Kolin, F3|AutoMattock has created a video demonstrating three different exercises to help sharpen the Ice Queen’s execution skills.
When used with the guide’s descriptions, the sequences here are beyond just rote memorization: AutoMattock breaks these exercises down to the specific execution skills they test, and the strategic power they provide in a match. Despite how dense the guide already is with information, AutoMattock promises that this is still just a small part of an ongoing project. For aspiring cold-blooded assassins, his guide should prove to be an invaluable resource going forward.
Depending upon who you talk to, TBS’s ELEAGUE may have been given to the FGC via a wish from a monkey’s paw. On one hand, the major television production is the realization of years of hard work and scene-growing. We have an FGC-centered TV show with a major network’s budget. No one five years ago would have guessed something like that could happen to us.
On the other hand, some decried the quiet, empty production stage, the wasted time between sets, and even the tournament format itself. A vocal movement has made it clear that they feel ELEAGUE is a watered-down representation of the FGC. All parties involved, staff and viewers alike, were treading into unfamiliar territory, unsure of how to make this strange new thing work. As ELEAGUE progressed though, changes were clearly made on the fly, and the show gained more energy with each new attempt. If, by day four, it seemed like the show had found its footing, there was likely good reason for that, as Stephen “Sajam” Lyon reveals in a blog on ELEAGUE’s site:
For starters, everyone has been constantly asking for feedback about how they can do something true to the community. The biggest concern from the start is that they wouldn’t create something that really captured the spirit of the FGC. They encouraged us at every second to offer our criticisms, even if it would make their jobs more difficult. I can’t say they’ve been able to accommodate every possible change, but the lengths they’ve gone to have definitely surprised.
Sajam’s behind-the-scenes blog is surprisingly earnest and optimistic, even while admitting the production’s struggles from the start. To read more of his current impressions on working with TBS, check out the full blog post here.
How are you feeling about ELEAGUE thus far? Has its progress brought the hype you were looking for?
A look into Street Fighter V’s juggling system, and how far it can be pushed.
Keeping your opponent’s character in the air with a series of hits is called “juggling”–well-known, of course, to the fighting game faithful. Most fighters have a built-in “juggle limit,” to prevent (or at least reduce) infinite juggle combos.
In their latest video, desk examines Street Fighter V’s own juggle system, using a Guile combo as an example: while SFV’s strict juggle limits won’t allow a Sonic Boom or a Somersault Kick to both connect after a juggle–only one, or the other–it will allow both attacks to connect if they happen to land on the same frame. Several setups that allow you to slip multiple attacks into the same frame this way are demonstrated by desk, below. Limits are made to be broken!
Smash gets in on the action at the upcoming [sài] in Akihabara UDX.
Taking place at Akihabara UDX in Tokyo, Japan, [sài] is a smaller event to be held May 20-21, 2017 as a lead-up to the upcoming Evo Japan–in January 2018–at the same venue. Featuring tournament events for three titles, Tekken 7: Fated Retribution and Guilty Gear Xrd REV 2 were already confirmed; while many fans expected Street Fighter V to be event #3, it was announced soon after [sài]’s reveal that SFV would not be at the event.
It has now been revealed instead that the third game will be Super Smash Bros. for Wii U, officially bringing the Smash community into the event alongside Tekken’s and Guilty Gear’s faithful. It’s sure to be an exciting tournament!
【EVO Japan Pre Event】 【賽 [sài]】2017年5月20-21日 3番目のメインタイトルは「大乱闘スマッシュブラザーズ for Wii U(3on3)」部門に決定!エントリー受付開始!https://t.co/igHXpr3qFU#EvoJapan
Teased over the weekend, NetherRealm Studios have released a breakdown trailer for Gotham City’s infamous jewel thief, Catwoman. A returning cast member from the original Injustice, Catwoman’s kit remains much the same for this edition, complete with her Cat Dash and Feline Evades. Her Cat Scratch trait seems to have been replaced, however–with Catwoman now summoning a friendly feline to scratch the eyes out of her enemy.
Catwoman mains from the original Injustice should be right at home with this iteration of the character. For those looking for a new cat to play with, Cheetah‘s command grab and mixup-heavy play style might be just the thing. Besides seeing Selina Kyle in action, this trailer also gives us the briefest glimpses of Poison Ivy in battle. Based on the five or so seconds of footage, one of her specials is reminiscent of Shinnok’s Hell Sparks from Mortal Kombat, and she seems to have some kind of stance switch.
At this time it is unclear if this will be another Watchtower live stream, or a simple trailer on YouTube, similar to ones we’ve seen for Swamp Thing, Supergirl and Black Canary on IGN First. You can view the Tweet, which includes a GIF of Selina’s win pose, below.
Working through some of Super Smash Bros. for Wii U’s most powerful characters, EG|Zinoto has set his sights on Fox for his latest episode of Cram School. While not as deadly as his Melee iteration, Smash 4 Fox has some of the best burst damage out of the entire roster, thanks to his blinding speed and great combo game. Due to his ability to quickly close gaps and start a combo, players must practice spacing around Fox’s dash attack and dash grab. Once you master outspacing these moves, you can begin to punish the pilot.
While great at center stage, Fox really struggles to get off the ledge without committing to an easily punishable option. To beat Fox in the neutral, Zinoto suggests that players try to push him to the ledge, either to force an unsafe escape option like his side B or to set up a ledge trap. Fox also struggles to deal with grabs at lower percents, so pivot grabs are a good way to catch out someone who is always going in.
Fox’s weight and fall speed mean that you can combo him for days and potentially, kill off of a single interaction. Unlike Zinoto’s advice when dealing with Mewtwo, Fox is easy combo food so try to maximize every opportunity to put him out of commission. Fox’s vortex means he can take you out just as easily, so never give him the chance to set up his up air strings or even worse, hit you with the footstool to fair instant kill.
Even then, Fox’s linear recovery means that he is one of the easiest characters to punish off stage. Much like a real dogfight, never let him out of your sights.
Naser Esports’s mission statement is to gather the best esports talent in the Middle East and promote them on the world stage. Just last week they picked up SFV player Adel “Big Bird” Anouche, and now they’ve expanded their outreach to the NRS scene by signing Mortal Kombat X pro Sayed ‘Tekken Master’ Hashem.
[NASR] Tekken Master has been placing and dominating in the Mortal Kombat scene for years. He’s no stranger to the international stage, exemplified in his insanely close set with SonicFox after a bracket reset at the 2016 Evolution finals for MKX. On his way to that second place finish he toppled an army of MKX pros–Echo Fox|Scar, YOMI|Slayer, YOMI|Michaelangelo, and more all fell to the Kotal Khan pro.
With performances like these and with Injustice 2 coming out soon, one can only assume we’ll see more of Tekken Master at Evo in 2017. Hopefully, we’ll also see Tekken Master playing in the game that inspired his name, when Tekken 7 releases in June.