The Beefy Smash Doods outline three of Sheik’s trickiest techniques in Super Smash Bros. for Wii U

Sheik is already quite the technical character in Smash 4, with plenty of precise perfect pivot combos and 50/50 setups which can lead into big damage or a kill. However, there is still room for Sheik to become even more technical. The Beefy Smash Doods have outlined just three difficult Sheik techs which are underused in competitive play but have untapped potential. They vary in usefulness, but they all have some utility in battle.

The first is the intangible ledge grab, where Sheik can refresh her ledge intangibility with an aerial Up B. It is somewhat similar to Shino stalling in Super Smash Bros. Melee, where Sheik can continually Up B at the ledge to slow the pace of the match. It is pretty useful, as it is a possible kill option but you need to have some precise aim to regrab the ledge, or else Sheik falls to her death.

The second is instant needle cancelling which allows Sheik players to cancel their momentum out of a dash with their neutral B, before instantly using a jab or tilt attack. To perform this, players must do the opposite of a regular needle cancel by inputting their select attack before tapping the shield button. The timing is super tight but if done correctly, it’s a great way to catch people on the ground.

Finally, the third technique is the defused grenade, where Sheik can pick up and throw the projectile without it exploding. This requires Sheik to take damage just as she begins the attack animation, dropping the grenade and allowing anyone to pick it up. You can also drop the grenade by slipping on Diddy’s banana. It isn’t particularly useful in a match but it can lead to some super situational setups which may catch your opponent off-guard.

Source: Beefy Smash Doods

Learn everything about Angel’s unique combo mechanics in King of Fighters XIV

Angel is relatively lower in the tier lists. This can possibly be attributed to the complexities of her own unique mechanics, which require you to even know proper positioning to get combos to even work with her. If you are able to do this, her combos can be as damaging as anyone else’s–it just makes people consider using less complex characters that can compete with similar damage.

This combo guide goes a long way in explaining how to make her competitive. While not only going over her best buttons, it also goes over her Unchain mechanics–a set of moves with link into each other similar to target combos, but are varied and require you to not repeat inputs in any way.

Source: Coliflowerz

Michael Martin assembles a think tank to discuss the recent Street Fighter V patch notes in “I Got Next”

The Street Fighter V patch notes were announced in the last week, which has done a lot of shaking to what we already knew about Season 2. While the jury is still out on how this will affect the season going forward, Michael Martin of Yahoo Esports took it upon himself to talk it out with various minds across the FGC and gather their opinions on the patch.

While Michael Martin attributes it to a step in the right direction, he questions the buffs to Cammy, who was already established as a strong character, and wonders why she needs anything else. BornFree also questions it from a marketing standpoint, and with ELEAGUE fast approaching, makes the top 8 potentially less exciting due to the possible inclusion of what he deems a “boring character.” He also talks to Vince Ingenito–formerly of IGN–who praised Capcom’s changes to DPs but criticized them for their lack of addressing whether the inherent input lag is actually intentional or not.

Finally, he spoke with Gerald Lee of Core-A Gaming, who said the patch notes look interesting and praised Capcom for being open about their design ideas, but showed concern that while this will mean little for casual players, the pros will have their game plans going into this Capcom Pro Tour season shaken up.

Source: Yahoo Esports

Weave around punches in Tekken 7 with SpaghettiRip’s Anti-Steve Fox Tutorial

With Tekken 7 approaching, you may start experiencing flashbacks to previous problems you’ve had in the Tekken series. Considering how Steve Fox is almost always one of the strongest characters in every game he appears in, it wouldn’t surprise me if some of those memories involved a Steve Fox b+1.

With SpaghettiRip’s Anti-Steve Tutorial, you now have a plan of attack for the British Boxer. Covered in here are all the essentials: footsie ranges, duck-able strings, optimal stepping patterns, and even big changes Steve has in Tekken 7 that you can use Tekken Tag 2 to practice for. Steve has weaknesses like any other character, and this video lays them out cleanly and precisely for you to study.

Source: SpaghettiRip

Take lasers like a man and make Falco pay for it in this Super Smash Bros. Melee tutorial

One of the most frustrating parts of any Fox or Falco’s game is their laser games. This can keep you out, while zoning and pressuring you from afar. Most players don’t know how to combat this, and thus see their percentages trickle upward while their opponents wait for the opportune time to kill.

However, against Falco, there is one possibility against laser that a lot of players never consider–eating the laser. If you take the laser from a close enough range, you can actually punish everything Falco might do next just by reading his next attack properly. As such it is much more optimal to eat a laser to get your damage in, which essentially neuters that aspect of their game.

Source: SSBM Tutorials

BornFree talks with Echo Fox’s Momochi about character selection, Shinobism, Street Fighter V mechanics and more

The hard working Mark “BornFree” Sheridan scored a number great interviews with many top players at Final Round XX. One of those was Echo Fox’s Yusuke Momochi, with Zhi “Zhieeep” Liang Chew on hand to provide some excellent translations.

BornFree got a lot of character specific talk out of  the Shinobism co-founder in the 30 minute+ interview: everything from why he settled on Ken in SFV despite starting with the (at the time, incredibly strong) Chun Li, and going all the way to his feelings on the newly released Kolin. We even get to learn about some of Momochi’s own creative ideas for SFV design (just frame meter gain!) and his general feelings on the state of the game. He also drops a hint that Shinobism may be opening up for new recruits soon: so if you’re 20 or under, get your applications ready!

Source: BornFree

A talk with ITS|Spero “Spero Gin” Gineros after slaying Echo Fox|Saint at Final Round 20

I first met Spero Gineros, known better as ITS | Spero Gin, at Wizard World Austin in perhaps the worst way possible–as my opponent in the losers bracket. Having already seen many of his matches, I already could tell the level of play from him was of a completely different caliber. The experience I had playing with him, however, was wholly unlike anything from a normal tournament match, and had nothing to do with the gameplay.

It became very clear, very quickly that it was impossible to leave Spero’s sphere of influence without learning something about Tekken. Maybe it was just because of the setting–after all, most people in the room were trying out Tekken for the first time–but Spero openly volunteered information about his main character, Paul, to me. Right in the middle of the tournament match. Stance transitions, options the character has in different situations, frame data and more all came spilling out of Spero. There was nothing condescending about his tone, he clearly just loved Tekken information and wanted to share. And when I capitalized on that info, he would immediately point it out. He can’t seem to help himself. Tekken data has been building up in his brain for years, and all you have to do is put the game in front of him to see it burst out of his head.

I want to give you this insight on the man because I think it’s key to understanding what led to his victory over Echo Fox’s Choi “Saint” Jin Woo at Final Round 20. This is a long time tournament veteran (he placed 2nd at Evolution 2007 in Tekken 5: Dark Resurrection) dedicated solely to one franchise.

Objectively, and I do mean this with all due respect, all odds were against the Paul Pugilist. Saint is the World Champion. Saint has access to a version of the game simply not present in Spero’s country. Saint is surrounded by the world’s most active Tekken scene filled to the brim with the strongest players of every character you can imagine.  Spero really only had two things going for him: access to the outdated version of Tekken 7 at his local Round 1 Bowling, and his previous experience in Tekken.

Well, three. As you now know, he has one other considerable strength: His passion.


Spero Gin: I just love how high level these guys play. I study their videos, study all their different match-ups. I love how fast and intense they play. I was really looking forward to playing one of the international players… my goal wasn’t to win Final Round. I wanted to win, but my main goal was to play and beat a Korean. And I did! I was able to beat the best in the world. It makes me feel good. I wanted to beat both of them. (laughs) I almost didn’t even realize it was over because I was so into it. I learned from the team tournament when fighting JDCR to not give these guys an inch.

Crow Spaceboy: What did you focus on in the match with Saint?

Spero: I was thinking about playing fast. I was really trying to think about what I would do if I were playing Jack, and what I, as his opponent, should do to prevent all that. I just focused on defense and punishment.

Crow: The whole match was fantastic, but there’s one moment that really stood out to me. Tell me about the longest range d+1 that has ever happened.

Spero: D+1 has a really good hitbox. The hitbox increases if someone is doing a move, so the object is to do it at max range when you’re playing footsies. Paul’s d+1 has probably the biggest phantom range in all of Tekken. (laughs) You can do it from across the screen versus the right move. It was obviously a read on him coming in and pressing a button. It’s part of a wall you can do with Paul. Stuff like spaced Death Fist… Death Fist… D+1.

Crow: I understand you’re vegan. Can you talk to me about how that, and fitness as a whole, impacts your performance as a tournament player?

Spero: Mm. So, I think it’s very important for your physical activity and your nutrition to power your mind. I try to exercise as much as I can, do at least a little something every day. Honestly, that’s what makes these tournaments hard. These tournaments put you in a place where you really don’t have access to healthy food or water. I was pretty dehydrated the first day. Yeah… after the first day I just felt awful trying to adjust to not having access to the nutrition I’m used to.

Crow: It sounds like you have a lot of extra preparation for your game outside of the game itself.

Spero: Yeah. If you want to play your best, you have to make sure you keep yourself nutritionally and physically up to par. Otherwise it’ll hinder your game, and your reactions won’t be as fast.

Crow: Are you pleased overall with the pop Tekken 7 received here at Final Round? Atlanta is obviously a hot spot for Tekken, but it seemed like everyone in the room was really into it.

Spero: Yeah! Over 170 people entered. I love being apart of big tournaments like this, where everyone gets together from all over the globe. I feel like Tekken needs more recognition, in general. I think it deserves it! It’s getting the hype and the views right now. I’ve talked to lots of other players from other games and hear about them wanting to come try out Tekken. I’m super excited for Tekken 7’s future.

Crow: You see a bright future for Tekken 7?

Spero: I do.

Crow: Anything else you wanted to add about your experience here at Final Round 20?

Spero: Nah, man. I’m just really happy. I’m happy about the tournament, I’m happy I got to play the Koreans, and I look forward to playing them more and getting better.


Spero also runs a regular Tekken Podcast on his Twitch channel. With a game that has as much history and nuance as Tekken has, Spero proves to be a great (and entertaining) teacher on the subject. If you have any passing interest in Tekken, I highly recommend you check it out.

Overall, Spero (and really, all of the ITS sponsored players) did exceptionally well at Final Round. As Tekken’s profile rises and the release date draws nearer, I think it’s safe to say we’ll see Spero again. And if Echo Fox keeps bringing Saint and JDCR over, we’ll see if Spero gets his wish of beating them both.

Make your opponents sing soprano with this King of Fighters XIV Mian combo video

Mian is a very unique character within The King of Fighters XIV. With her dive kicks able to change trajectory, she is able to confuse her opponents in which way to block. Even if you take that out of the equation, the amount of damage she is able to do on the ground is scary.

The latter of which is shown in this combo video from The Combonauts, as Mian frequently hits 70% or more in a combo. This also shows off some interesting hitboxes and interactions, as Mian connects a blowback on a rolling King of Dinosaurs, which causes him to stay right next to Mian.

Source: COMBONAUTS

VesperArcade explains what the throw tech option select change means for Street Fighter V

After demonstrating what the Shoryuken changes in Street Fighter V’s next balance patch will look like, VesperArcade has now turned his attention to discussing the impact of the change to the throw tech option select. As detailed in the patch notes, Capcom will be removing the ability to tech throws while holding Up during the Throw Escape as part of their crusade to remove as many option selects as possible from the game.

In the patch that added Alex to the game back in March 2016, Capcom increased the vertical and back jump frames for every character except for Zangief, from 3-4 frames, (4-5 frames for Birdie) in an attempt to reduce the effectiveness of this OS without largely altering the overall balance of the game at the time. Before he begins getting into the finer details, Vesper first wants to define what an Option Select is for viewers.

“Option selects allow multiple options to be covered with overlapping commands. They directly conflict guesswork leading to a positive result quite frequently.”

Utilizing Ryu as an example, Vesper demonstrates how to input the Throw Tech OS, also known as “Fuzzy Guarding,” in addition to a simple buffer OS. He points out the Throw Tech OS mainly covers 4 situations:

  1. Throw Techs
  2. Meaty Normals
  3. Shimmies
  4. Neutral Resets

He then shares the three steps needed to perform the OS consistently:

  1. Hold Down+Back (very briefly)
  2. Input Jump Back+Throw
  3. Return to Down+Back

“So this Option Select takes advantage of the really long Throw Tech window, which I think is 7 frames. So even when I’m getting up off the ground, I’m holding Down+Back for that very brief moment. So even if he throws me the second I get up off the ground, I still have time to tech that throw, which I’m doing by jumping back and pressing Throw at the same time.”

After visually demonstrating the various scenarios that this option select covers, as well as teaching players how to practice it themselves in Training Mode, he discusses a few of the current counters to it in the current build of the game, Vesper closes by explaining what Capcom’s intended fix will mean for the option select and what it will mean for SFV’s meta going forward.

“What they did, is they made it so you can’t tech throws while holding Up. So basically, when I’m holding Up+Back and pressing Throw, if the opponent times his Throw right when I’m getting up, he will be able to Throw me. So that pretty much should cure the problem, hopefully, unless people figure out a time window where they can cover that option as well. So if Capcom is successful in getting rid of this with that patch, then I wonder if Capcom’s going to keep the jumps at 4 frames, I’m really curious. But I guess there were some other Option Selects that would create if we brought it back to 3.”

You can see the full video below. VesperArcade will continue going over the remaining patch notes in detail on his channel in the future.

Source: VesperArcade 

BornFree talks to Razer’s Xian on switching to Ibuki, season 2, and more

One of the most amazing things to come out of Final Round XX’s Street Fighter V tournament was the run of Razer’s Kun Xian Ho, aka RZR|Xian, through the winners side of the bracket. Xian had dropped his previous main F.A.N.G., bringing out a highly polished Ibuki that caught most players off guard, leading to him eventually winning the tournament.

BornFree took some time to talk to Xian after his win to discuss a few things. The most obvious thing they talk about is Xian’s switch to Ibuki. In addition to this, he also asks Xian on his thoughts about Street Fighter V’s season 2 including new character Kolin, as well as any further additions, mechanic changes, and characters he might like to see. In addition to this, he also asks Xian about other fighting games, including Marvel vs. Capcom: Infinite and the King of Fighters XIV (Xian played the predecessors to both games competitively).

Of course, that’s not all they talk about, hit up the interview below for his responses to the above and other questions.

Source: BornFree

Photo c/o Red Bull