RektScrub Remixes Ryu’s and Akuma’s Classic Street Fighter Tunes

Some fresh takes on two iconic Street Fighter themes.

RektScrub primarily posts Street Fighter V match footage to YouTube–but they’ve branched out a bit to try their hand at some new mixes of classic Street Fighter music. First they took on one of my all-time favorite SF themes, Ryu’s “The Road” from Street Fighter Alpha/Zero 3:

Next they try a new take on Akuma’s well-known main-series theme, primarily based here on the version from Street Fighter IV:

Some interesting takes on classic sounds, here! We’ll have to keep an eye (and ear) on RektScrub to see what other characters’ music they’ll give a shot in the future.

Source: RektScrub

SNK Rarity ADK DAMASHII Now Available for PlayStation 4

An unusual SNK treasure returns!

Formerly available only in Japan as a PlayStation 2 release, ADK Damashii is a collection of five classic SNK arcade ports not yet seen before in the West. The marquee title is Ganggang Kohshinkyoku (“Aggressors of Dark Kombat,” abbreviated ADK), a one-on-one arcade fighting game with multiple planes of action. The collection also includes Ninja Master’s: Haō Ninpō Chō, another one-on-one fighting title–ninja-themed–in which players can switch between weapon-based and hand-to-hand combat.

Three non-fighting-games fill out the rest of the package: action side-scroller Ninja Combat, run-and-gunner Ninja Commando, and shooter/puzzle game hybrid Twinkle Star Sprites.

You can grab this little piece of SNK arcade history from the PlayStation Store now for $14.99 USD. As an import title, the games are still in their original Japanese language. Check out some screenshots below!

Click to view slideshow.

Thanks to Paul for the tip.

Source: PlayStation Store

Combo Breaker Trials the Three Out Pool Format for This Year’s Event

In their attempt to improve everyone’s tournament experience, the organizational team over at Combo Breaker have decided to trial a new pool system for Combo Breaker 2017. In order to lessen instances of double jeopardy–where players have to fight the same person that put them into Losers’–Combo Breaker will have it so two people qualify out of Losers’, instead of just one.

As explained by Combo Breaker’s competitor director Max “CurlingW” Wasserman, each tournament that has over 81 entrants will have it so the Losers’ Finals of each pool is simply not played, and that both competitors advance forward into the next phase of bracket in Losers’ side. Brackets will still remain operate within the double elimination format, but dropping Losers’ Finals reduces chances of double jeopardy matches by almost half.

Through this system, the bracket following phase one pools is 50% larger–so a top 32 bracket is now a top 48 bracket–but it ensures that everyone faces different opponents from different pools. Besides the obvious bonus of reducing instances of double jeopardy, it makes brackets go a lot quicker, as pool captains and stream runners are not waiting around for Losers’ Finals, which cannot be played at the same time as other games.

According to Wasserman at last year’s Combo Breaker, there were 60 Losers’ bracket rematches across 72 pools, with 45% of these happening within Losers’ Finals. If Combo Breaker 2016 had run the three out pool system, there would have only been 33 Losers’ bracket rematches in total, with 60% of pools having zero rematches.

This new system looks like it is beneficial for everyone involved in Combo Breaker, so let’s hope the new pools result in faster and more contended tournament goers. You will be able to see the three out pool system in action from May 26th-28th in St Charles, Illinois when Combo Breaker takes over the Mega Center.

Source: Combo Breaker

ZeRo Documents His Opinion on the Worst Characters in Super Smash Bros. for Wii U

TSM|ZeRo started off his 2017 with a deep look at the entire cast of Super Smash Bros. for Wii U. The first video in the series dissects the four characters that land in the bottom tier, and he explains his reasoning for the choices.

ZeRo goes into detail about Jigglypuff and the many factors holding her back from being a competitive character. She has major weakness in terms of speed and range. With many good upper attacks in SSB4, the up-smashes can decimate the Pokémon with ease. Next, in spot 55 is the Mii Brawler. With the size restrictions in tournaments, the customizable character is held back in competitive environments. His stand-alone combos aren’t as good without those options. Mii Swordfighter has an edge over his swordless version thanks to a few good attacks. The range makes a significant difference. Mii Gunner has some good matchups against heavy and slow characters.

Listen to ZeRo work through each mentioned character in detail in his video below for some valuable insight into the current meta. The next one will tackle low-tier characters.

Source: ZeRo

Cammy Players: Make Sure to Add This Corner/Midscreen Combo to Your Street Fighter V Arsenal

Supplement your Delta Red training with this Season 2 combo.

Cammy is still a solid competitor in Street Fighter V’s second season; Cammy mains will want to take note of this corner combo–if they haven’t already–that, under the right conditions, also works midscreen.

The sequence in question starts with her target combo, into a light Spiral Arrow, closing with an EX Cannon Spike. It’s her strongest one-bar-combo (300 damage, and 450 stun). Interestingly, this basic combo also works midscreen against certain characters like Rashid and Chun-Li, and it will in fact connect midscreen on most of the SFV roster–except Alex and Balrog–with some slight spacing adjustments. SofYen details how to accomplish this, in the video below.

Source: SoF_Yen

Understanding Synergy and How Team-Building Works in Skullgirls 2nd Encore

We recently had a long discussion about Skullgirls’ team mechanics, and how a player can improve upon their character’s existing moveset with the help of their teammates. Today, we’ll be doing a bit of theory-crafting with different team combinations; last time we learned why team building was important, and today we’re going to learn about how it’s done.

The first thing that must be considered when building a team is the assists, which fall into a few different basic types. The most regularly seen is the get-off-me assists, which traditionally have a lot of invincibility or armor, and preferably allow a combo afterwards. There are also lockdown assists, which are great for keeping the opponent in blockstun for a long time, and making resets safer. There are neutral assists, which–as the name implies–focus on getting hits or controlling space. The last assist type is the setup assist: these focus on things like scoring resources mid combo (Beowulf’s Hype, Big Band’s Taunt, etc.), setting up unique resets, or have some crazy gimmick that is exclusive to that assist. Those are the main assist types, but everything isn’t always cut-and-dry; assists sometimes overlap and serve multiple functions, especially for creative players.

The next thing to think about when building your team is what your DHC potential is; DHCs–or Blockbuster Sequels–being the term for having the main character do a super move, then cancelling into the teammate’s super move. DHC potential can mean unique combinations that allow you to continue the combo after a super you normally can’t combo from, or it could mean having a combination of supers that is completely safe on block. It’s important to consider your team and your team order–since the DHC character is always the second character, if your order gets messed up it could ruin your team’s DHC potential.

Alpha Counters are the next big thing to consider when building your team. For one bar you can–on block–immediately switch out with any teammate, using that teammates designated assist move. This can be used to punish normally unpunishable attacks, and it can also be used to escape if your DHC potential has been tampered with and you have no other way of getting your character out. It is vital to know whether your team has a safe escape, and to be aware of when your team is allowed to get away with the gimmicks and setups you put it together for.

Now that we know what goes into team building, let’s start building one–with our first character being Peacock. Peacock is a very frail character; she has a reversal with Bang! (MP Bang) but it can be grabbed, avoided, or shut down with specific setups. Her primary focus is on bomb patterns, but players that know how to deal with her can easily slip through those patterns. She is vulnerable once the opponent gets within airdash distance, and has a very hard time escaping resets. Peacock traditionally uses one of two kinds of assists: a neutral assist to make her zoning pattern stronger, or a get-off-me assist for once the opponent breaks through her patterns. At first Peacock seems best on point for her zoning, but she finds use as a second on the team because her Lonesome Lenny super (the big bomb) has great DHC potential.

The next character we’ll be looking at is Beowulf. He has strong hard knockdown pressure, with his main weaknesses being his susceptibility to grabs outside of his reversal super, and the fact that he needs to be within a specific range to be a threat– which is about a dash attack distance away. He appreciates neutral assists that let him get into his specific zone, as well as lockdown assists that help him keep the pressure on. He’s usually put first on a team because he doesn’t have a lot of universal DHC potential, though Airwolf is usually safe to DHC into.

Let’s now focus on the options that become available to us by putting these two characters together. Peacock has a safe DHC and Beowulf has a fully invincible super that reaches full screen, so Beowulf is best on point for the safe DHC option. Peacock’s George’s Day Out assist works well for Beowulf, as the little slow moving bomb lets him go for more long-distance pokes and approach a little more confidently while it keeps him safe. He can also layer it on top of his hard-knockdown pressure for added protection.

Once Peacock is in, what does she need for assists? Beowulf has one get-off-me assist, H Chair Throw, which also doubles as added pressure for Peacock’s fullscreen zoning. Peacock can use this assist and M Bang at the same time to keep herself safe and cover the dead zone above her head, which smart players could otherwise abuse to pressure Peacock. Beowulf’s Chair Throw is also safe on block, making it a much safer Alpha Counter option than many reversal assists.

Beowulf also has one other less-obvious assist that could work well with this setup, and that’s c.hp. While c.hp isn’t immediately a great assist, if Beowulf doesn’t have his chair it becomes a massive fully armored move, one that can work really well for what Peacock wants. She can use it as a get-off-me assist, a lockdown assist, on block it can let Peacock choose to run away or set up pressure, it can on hit let Peacock taunt–which gives her a guaranteed version of item drop on her next use of the move–and it also works well as an Alpha Counter both as a move itself, and since it can be canceled into any special move or super.

While at first the problem of using Beowulf’s c.hp assist feels risky–Beowulf needs to get rid of his chair to use the armored version–its easier to set up than it seems. If Beowulf still has the chair when going for the safe DHC the team is designed for–Gigantic Arm into Lenny–simply throw the chair first; up close H Chair has hit invincibility, meaning you can get through most pressure with it. This setup lets Peacock come in at advantage with one of the most powerful assists in the game, one that she can combine with her reversals, teleports and her pressure to make everything she does within range a more powerful option. The main weakness in this setup is that if Beowulf gets hit and snapped out to Peacock before he can get rid of his chair, Peacock is stuck virtually by herself with a poor assist choice.

Let’s round out our team by adding one more character, something to spice things up and make it more solid at the same time; a good and easy choice would be Cerebella, as she works well with both of the other characters. Our team right now would be Beowulf/Peacock/Cerebella, because the DHC synergy still works the best with Beowulf and Peacock. Cerebella could take Beowulf’s place and keep most of the synergy, but we’d lose access to our c.hp trick so we’ll stick with our preferred order for this discussion.

Cerebella has some similar problems to Beowulf, where if she can’t make it into her range she can struggle, but between the Peacock assist letting her approach at her own pace and the armored Beowulf assist, she’s in an incredibly strong position here. Cerebella doesn’t have an abusable super to DHC into like Peacock’s Lenny, but with enough meter she can DHC in with Diamonds Are Forever (her level 3 super) which is safe on block. The assist we’ll pick for this team will be the H Lock n’ Load, which has two hits of armor; this assist helps Beowulf stick to his opponents once he gets in, can be used even if there’s already a Peacock assist bomb on the screen, helps Peacock control space at mid-range, and it also helps the team survive if Beowulf got snapped out before he can get rid of his chair.

For Alpha Counters, Cerebella’s assist doesn’t do a whole lot on its own, especially if the opponent grabs or sweeps her–as both options beat armor–but canceling into Cerebella’s command grab super is an expensive but effective option to get out of trouble with. Even if Beowulf has to Alpha Counter to Cerebella early in the match, the team keeps most of its synergy, though preferably Beowulf will have gotten rid of his chair before switching to Cerebella.

While it’s impossible to cover every team combination in the game properly in one article, putting this team together and exploring their options hopefully helps get the gears turning about your own characters. Does your team have safe DHCs with characters like Robo-Fortune, Painwheel, Double, or someone else? What do your characters need help with, and do your assists fill that role? What options are available to you if your team gets scrambled, or if you have to Alpha Counter? Hopefully we’ve helped you understand the importance of answering these questions, and exactly how much a team can benefit from thoughtful placement and tactics.

Catch up On Exhibitions, Guilty Gear and BlazBlue Top 8s, and More Hype from Anime Ascension

Last weekend was memorable thanks to Anime Ascension, the Aksys Games tournament that encompassed a wide range of air-dasher games. A $5,000 pot bonus split between the main games, BlazBlue: Central Fiction and Guilty Gear Xrd -REVELATOR-, paving the way to exciting top 8s and Grand Finals, but there was one more noteworthy exhibition.

Dsmoove12 and TheBeautifulDude’s rivalry culminated in a 5v5 exhibition in Guilty Gear with a special stake: losers had to wear Minion costumes. The two recruited top players to their team, such as MC|GcYoshi13, BjornSonOfBear, Toki, daymendou, and KidViper, among others. Other than high-level play, listen up as Dsmoove12 and TheBeautifulDude provide the background on their beef and entertaining, “biased” commentary during the fights.

For more Guilty Gear action, view the heated battles in the top 8, below. If you haven’t seen them yet, also don’t forget about the epic Anime Ascension Grand Finals that occurred at the end!

Other than Guilty Gear, there’s plenty of hype from top BlazBlue players in the next segment. SKD and KizzieKay start off with a heated set between Jin and Izayoi, followed by brkrdave’s Arakune versus Betadood’s Ragna. Follow the action all the way to a tense Grand Finals.

Don’t forget to check out our Anime Ascension results page to view how everyone fared in the competition.

Source: Level|Up Series

Michael Martin Asks if Street Fighter Needs a Mortal Kombat Crossover to Smooth Over Fans

Ed Boon went on record recently to say that he would consider the possibility of putting together a Street Fighter and Mortal Kombat crossover if he and NetherRealm Studios were approached with the idea. While the idea has been floated around by fans for decades, it’s something that could inevitably see light at some point.

Michael Martin poses the thought in I Got Next this week that Street Fighter actually needs this crossover more than Mortal Kombat would. He believes that if NetherRealm–whose Mortal Kombat XL has eclipsed Capcom’s Street Fighter V in sales–handled the development, it could go a long way in smoothing over the publicity problem that Street Fighter V faces. It could also bring in an influx of Mortal Kombat players into the Street Fighter franchise.

Source: Yahoo! Esports

MIT Graduate Students Create an AI Capable of Playing Top Level Super Smash Bros. Melee

We’ve seen AI programs in traditional fighters like Dantarion’s KenBot and ToolAssisted’s army of bots, but we’ve yet to see AIs deployed to compete in platform fighters. Well, a team of graduate students at MIT have created a special AI which, through the use of deep learning techniques, has adapted and learned to play Super Smash Bros. Melee at a competitive level.

Starting with the in-game AI as a training partner, this AI had learned to beat its computer opponent within a few hours and within a few more weeks of practice, it was able to defeat power ranked players in friendly sets. The research team, led by Vlad Firoiu, had the AI learn Melee with Captain Falcon by playing repeated sets on Battlefield. With Falcon’s lack of projectile moves and Battlefield’s simple layout, the research team was able to effectively track the AI’s progress as a player, eventually getting to a stage where it could hold its own against actual pro players.

Taking it to two tournaments, the Falcon-bot was able to beat players like fellow Falcon Tempo|S2J, Mafia, Slox, Kage, Boxr|Zhu and Gravy. While the bot was responsive when players fought it like a human opponent, the bot would often fail spectacularly if it encountered a situation it had never seen before. Against one player who simply crouched at the edge of Battlefield, the bot started to “behave very oddly, refusing to attack and eventually KOing itself by falling off the other side of the stage.” According to Firoiu, the bot had only played previous versions of itself before going into a tournament setting with a real player, so it “never encountered such a degenerate strategy” in its training. Moreover, the Falcon-bot performed noticeably worse on different stages and against new characters, as it simply had not learned the matchups and developed suitable counter-measures.

The whole report on the AI’s development is a fascinating read, as it shows just how the system was eventually able to transfer information it had learned from playing Falcon, in order to learn how to play other characters. I think the Melee Gods are still safe from the AI uprising–for now, at least.

Source: Cornell University Library via New Scientist

SNK Classics WORLD HEROES and The King of Fighters 2002: Unlimited Match Playable on Xbox One

Two classic SNK fighting games, WORLD HEROES and The King of Fighters 2002: Unlimited Match, are now playable on the Xbox One platform. A digital copy of WORLD HEROES is now available on the Xbox Game Store, and The King of Fighters: 2002 has just been added to the list of backwards-compatible Xbox 360 games.

The long-retired WORLD HEROES was released in 1992, just months after the appearance of Street Fighter II: Champion Edition and–as the name implies–it shares a similar premise of fighters of various nationalities clashing in different parts of the world.

The King of Fighters 2002: Unlimited Match roster hosts fan-favorites like Fatal Fury’s Yamazaki and Blue Mary, and the Akira-inspired K999. The “Unlimited Match” update of the game includes an appended roster and a graphics update that should stream beautifully on a next-gen system.

Purchase The King of Fighters 2002: Unlimited Match digitally here for $9.99.

Purchase World Heroes here for $7.99.

Sources: KOF WORLD; GameSpot