Translated Changes for the Second Guilty Gear Xrd REV 2 Location Test

As the second location test for the upcoming Guilty Gear Xrd REV 2 is coming up this weekend–February 11th and 12th–in Japanese arcades, Arc System Works has released a document that displays all of the new changes for the cast. There’s a lot of exciting changes for most characters, and even some of the more subtle modifications seem to open up new combo or pressure possibilities. There’s also a big system change for the Roman Cancel ability.

Note that the following translation notes do include the changes from the previous location test, which are assumed to be in effect. Refer to our post on the first REV 2 patch notes post for comparison.

SYSTEM CHANGES:

  • Characters that have regular dashes will now automatically dash after a certain time when the stick is held forward in Stylish mode.
  • Some characters have changed animations on certain actions.
  • Roman Cancel startup is counter hit state.
  • Input buffer during the RC flash increased.
  • For YRC and PRC, tension for RC is consumed at the moment of the flash instead of before.
  • YRC and PRC are counter hit state during startup.
  • Certain moves now feature alternate camera angles and other improved visual effects.
  • NOTE: the changes mentioned in the first location test with canceling normals into Blitz and the further changes to Blitz charge attacks have been rolled back.

AXL-LOW

  • 6H can be blocked in the air.
  • 5P and 5H have increased cancel windows.
  • 2H counter hit window shortened, cancel window slightly shortened.
  • Raiei command changed to 623K.
  • j6K added.
  • j2S added.
  • Raieisageki command changed to 623K.
  • Rashousen no longer comes out if an up input is included in the command.
  • Haitaka command changed to 214H, can no longer be canceled with H after hitting, large changes to startup/hitbox/hurtbox (still has charge for unblockable and automatic cancel on block).
  • Kairagi Yakou (the two-hit green chain overdrive) second hit connects on airborne opponents and effects on hit changed.

BEDMAN

  • Defense decreased.
  • Forward dash total duration and counter duration decreased.
  • Backstep hurtbox increased in later frames.
  • Input buffer increased for buttons after 8 way dash.
  • Lower hurtbox on crouch and crouch guard.
  • New gatling route 5K 6H.
  • 2K to 5H and 2K to 6H gatling routes removed.
  • cS to 6H gatling removed.
  • 6H replaced with a new move.
  • 2H/3H no longer launch on ground normal hit.
  • jP hurtbox increased.
  • Can combo after airgrab RC.
  • Dejavu can now be done in the air.

CHIPP ZANUFF

  • Special moves that take Chipp airborne and can be canceled into wall cling will now automatically cling to the wall if the button is held.
  • Larger upper area hitbox/hurtbox on air alpha blade.
  • Alpha Plus now tumbles on counter hit.
  • The point where gamma blade can be YRC’d and still get the projectile is sooner.
  • Shuriken is now a projectile.
  • Shuriken damage increased.
  • Shinkirou blows the opponent back more on counter.

DIZZY

  • Smaller hurtbox on various normals.
  • fS JC added.
  • 4S attack level increased.
  • jP/jK to jD gatling route added.
  • 2S floats on ground CH, changed effect on air hit.
  • Ice and fire pillars will appear in the corner if done closer to the corner than their normal range.
  • Ice and fire needles have altered hitstop, and larger hitboxes.
  • Ice needle first hit rises faster. Second hit attack level increased.
  • P/K fish hitboxes increased.
  • D fish will track on the y axis if triggered as well as the x axis. Increased hitbox and greater effect on hit.
    Ice and fire wheels have less hurtbox and don’t go away on hit.
  • Bubbles will bounce off the corner. Created slightly in front of Dizzy compared to before.
  • Burst Imperial Ray no longer fails to recover the burst gauge on hit in certain situations.
  • Gamma Ray blowback changed.

ELPHELT VALENTINE

  • Defense decreased.
  • No longer projects phantom hurtbox before active frames of 6P, increased stagger on 6P.
  • jS initial proration removed, hitbox shrunk.
  • jH hitbox increased.
  • jD can be YRC’d before active frames and a mid-hitting projectile will be generated.
  • Rifle takes longer to become unblockable.
  • Rifle crosshairs can be moved during RC flash.
  • Shotgun H pushback increased slightly.
  • Roll into shotgun stance added, command is 236K.
  • Judge Better Half command changed to 236236K.

FAUST

  • Larger standing hurtbox.
  • Hack N’ Slash is harder to whiff.
  • Bomb’s active frames shortened.
  • New items added to the item toss.
  • YRC window for bomb bag to still get the projectile widened.
  • Increased vertical hitbox on Scalpel Overdrive (Stimulating Fists of Annihilation).

I-NO

  • The 663 hoverdash now has a different angle.
  • 6P cancel window increased.
  • 6S added.
  • 6H no longer counter recovery; vacuums on the second hit if the opponent is hit in the air.
  • 5D launches a mid-hitting projectile if YRC’d just before it becomes active.
  • jH no longer counter recovery.
  • P dive can cancel into more special moves after making contact.
  • Sterilization Method no longer has a throw hitbox behind I-no.
  • The ground version of Sterilization Method now combos when opponent is in hitstun, pushes opponent more while rising, and has slower startup.

JACK-O’

  • Servant spawn timer resets whenever Jack-O’ takes damage.
  • Level 1/2 servants will die in one hit.
  • Ghosts continue to gain exp while held.
  • Self-destruct cooldown shortened.
  • Servants become invulnerable while self-destruct is active.
  • Self-destruct chip damage increased.
  • Servants and ghosts in the area of Aegis Field no longer take damage (seems to mean they can still be hit).

JAM KURADOBERI

  • Crouching reeling hurtbox increased.
  • 5K reverse beat to 5P added.
  • 6K damage reduced, gatling route to 5H removed.
  • cS 6K gatling route added.
  • 2D hitbox improved.
  • Ryujin blowback on hit equalized from all directions.
  • Max Ryujin blowback increased.
  • Max ground Gekirin hit effect changed.
  • Kenroukaku hitbox improved, longer untech time.
  • Followup max Kenroukaku regains airdash options on hit.
  • Input buffer on Bakushuu followups increased.
  • Hyapposhinshou increases risc less on guard, longer untech time and blowback, chains directly into Senrishinshou with H.
  • Hochifu input buffer to Zekkei increased (previous buff with regard to parry P startup removed).
  • Renhoukyaku throw invulerability increased.
  • Baosaishinshou launch no longer affected by hitstun decay, larger clean hit window, greater frame advantage on clean hit.

JOHNNY

  • 5K hurtbox increased and recovery increased.
  • 2H can be air blocked.
  • Mist finer affected by Bacchus Sigh will now do a fixed amount of damage even on FD (previously it did none).
  • Mist finer affected by Bacchus Sigh has no pushback.
  • Can Mist Finer stance dash in the air now.
  • Zweihander attack level decreased.

KY KISKE

  • fS 6H gatling removed.
  • 6H replaced with a new move.
  • 5D produces a mid-hitting projectile if YRC’d just before it becomes active.
  • Stun Edge has a consistent size while traveling (previously it fluctuated in height slightly as it traveled).
  • Charged Stun Edge and Sacred Edge also have the above changed.
  • Stun Edge hurtbox slightly increased near the foot.

KUM HAEHYUN

  • Backdash hurtbox shrunk.
  • Air hitstun hurtbox shrunk.
  • Gatling timing from 2P and 2K to all attacks other than 2P->2P/2P->2S/2K-.>2H made faster than before.
  • jK/j2K hitboxes improved.
  • Shiinken (hold) better hitbox on the inner part.
  • Shiinken back (the red kick) has a slightly more lenient window on how fast 4 must be held after the command is inputted.
  • Hayabusa back (the overhead) launches farther on hit.

LEO WHITEFANG

  • 6P no longer has upper body invul, but instead has high armor (open to lows). All gatling routes from 6P removed. 6P blowback on air hit greatly increased.
  • 2K 6P gatling route added.
  • cS 6P removed.
  • Guard point (fS~P, 5H~P) now takes chip damage.
  • 5H hurtbox increased.
  • 2H faster startup.
  • Duwah doesn’t disappear if Leo is hit.

MAY

  • Standing and crouching reeling hurtboxes enlarged.
  • 6P keeps upper body invul if held.
  • 6H blind spot right in front of May removed.
  • 5P/2P to 2K gatling now works even if you use 3K (which would give you slide now).
  • jD has normal stun modifier.
  • May recovers in midair after landing Overhead Kiss.
  • Applause goes off after flash if you let go of the button during flash.
  • Instant cancel on the ridden hoop dolphin is now easier.
  • Beach ball now gains improved hit properties the moment May steps on it instead of after she bounces.
  • Ensenga hit effect changed, gained wall bounce in corner.
  • IK blind spot right in front of May removed.

MILLIA RAGE

  • Crouching hitbox enlarged while reeling.
  • 6P changed to 1 hit.
  • 5D no longer creates roses during chroming rose.
  • jH has been replaced with a new move.
  • Bad Moon gains changed properties when done from above a certain height.
  • Input buffer increased on roll followups.
  • Digitalis startup decreased, untech time increased.
  • S pin untech time and float increased.
  • H pin added. The command is j214H. (Shares the same pin as S pin)
  • Secret Garden first strike becomes active slightly slower.
  • Chroming Roses disappear when Millia is hit.

POTEMKIN

  • Crouching hurtbox lowered, animation changed.
  • Crouching guard hurtbox lowered, animation changed.
  • 6H point blank blind spot removed.
  • Air throw untech time increased.
  • Heat knuckle improved hitbox, blows opponent higher.
  • Hammerfall moves faster and can be canceled into break later.
  • Hammerfall break no longer activates proxy guard, break is no longer CH during startup/recovery.
  • FDB can be held by holding the S button. In this case the projectile reflect and hitbox become active on releasing the button.
  • Trishula command changed to 214K.
  • ICPM does more damage on OTG.

RAMLETHAL VALENTINE

  • jP/jK can be canceled into air sword retrieval.
  • jS reverse beats into jP/jK added.
  • New string 2PPP added.
  • 5P4K string removed.
  • Martelli: new move, done with 214S with sword equipped. Can be done in the air.
  • Fortelli: new move, done with 214H with sword equipped. Can be done in the air. Can be chained after Martelli hits.

RAVEN

  • Excitement slowly decreases after a period of time.
  • 6P JC removed.
  • Scratch startup changes based on excitement.
  • Scratch gives excitement on hit.
  • Orb number of hits changes based on excitement.
  • Kokosare gains more excitement on taking a hit.
  • Kokosare no longer absorbs unblockable attacks.
  • Kokosare PRC window shortened.
  • Both command grabs give excitement on hit.
  • Verzweifelt gives excitement on hit.
  • Getreuer decreases excitement on hit. Unclear if it reduces by a certain amount or if it wipes it entirely.

SIN KISKE

  • Reduced invulnerability frames on backdash.
  • 6P JC removed, but untech time increased.
  • jK longer cancel window, lessened untech time, changed properties on air hit. No longer wall bounces (possible typo of wall splat in the patch notes; jK does not currently wall bounce).
  • Increased hurtbox on jH.
  • jD has a better hitbox near Sin, longer untech time, changed air hit properties.
  • Ground Beak driver iHtbox shrunk.
  • I’m Sure I’ll hit Something increases in damage and advances more over time, consumes calories. Forces stand on hit and combos more easily.
  • Leap can be canceled into special moves directly after leaving the ground.
  • Still Growing can be repeated if the H button is tapped rapidly while eating.
  • Air Beak Driver recovers in midair. Decreased untech time but now corner bounces. Changed air hit effects, increased damage on second hit.

SLAYER

  • The point where the hitbox of 2S changes has been modified. Hitbox improved.
  • Bite gives Slayer a buff where the next special move done within a certain period will become a forced counter hit.
  • Bite stun decreased.

SOL BADGUY

  • 5K startup increased.
  • 6H has a new animation.
  • Gunflame feint and DI Gunflame feint are now affected by dash momentum.
  • Air Bandit Revolver is now 2 hits. Attack level increased. Hit effect changed.
  • Wild Throw will no longer come out if the command for it contains an upward input (ex: 62369K).
  • The flames produced by DI Grand Viper will always knock the opponent toward Sol.

VENOM

  • Air hitstun hurtbox increased.
  • 6H pushing hitbox at close range increased (opponent gets pushed out more during the startup).
  • 2H replaced with a new move.
  • 2D hitbox improved.
  • Stinger Aim gains backspin if a downward input is done after the command. Otherwise it is topspin.
  • Carcass Raid gains backspin if a backwards input is done after the command. Otherwise it is backspin.
  • Red Hail startup decreased. Ball arcs changed.

ZATO-1

  • jD wall bounces on counter hit and now has initial proration.
  • Eddie retrieval increased recovery.
  • Eddie Mawaru and Nobiru increased hurtboxes.
  • Eddie BTL creates a shadow puddle.
  • Invite Hell proxy guard box decreased in size. Recovery increased.
  • Shadow puddle hurtbox size increased.
  • Great White effect on hit changed.
  • Great White can be summoned even while Eddie is not summoned.

Thanks to BjornSonOfBear for providing the translation.

Source: Guilty Gear Xrd REV 2 2nd Loketest Changes

Fight Stick Friday: HORI Tekken 7 Fight Sticks Available for Pre-Order at Arcade Shock & GameStop

Get gear that’s up to the rigors of the King of the Iron Fist Tournament with HORI’s upcoming stick.

As previously reported, HORI’s officially licensed Tekken 7 Real Arcade Pro fight stick is also coming to the West. Pre-orders are now open at both Arcade Shock and GameStop to reserve one in anticipation of Tekken 7’s long-awaited console release!

This new Real Arcade Pro model features a back-to-basics rectangular case, HORI Hayabusa lever and matte-surfaced “low-profile” Hayabusa pushbuttons, the usual turbo and input-mapping functions, and a headphone jack. Each version features its own Tekken 7 top panel artwork, as seen here:

HORIT7PS4
HORIT7XB1

Pre-order HORI’s new Tekken 7 fight stick at the links below:

The stick costs $179.99 USD at the above retailers, and is expected to ship in sync with Tekken 7’s console release date of June 2, 2017.

Sources: Arcade Shock; GameStop

The SRK Rollback: Best of February 3-9, 2017

Welcome to the Rollback: a frame-by-frame look back at our past week’s most notable news–and our favorite SRK articles–from February 3 to February 9, 2017!


Zavian “mushin_Z” Sildra, Editor-in-Chief:

Frame 1:
sfv kolin win pose
Kolin Brings a Chill to Street Fighter V on February 28

While we were expecting to see the next character first at the DROGAS Light release party, we ended up getting confirmation on Kolin’s impending arrival a bit earlier–perhaps due to the leak that spelled it all out in advance. Learn more about her SFV abilities here.

Frame 2:
Chris GA Tumultuous 2016, the Player’s Choice Vote, & “The Ghost of Marvel”: NYChrisG Sits Down with SRK

In this great interview, our own Corey “Missing Person” Lanier chats at length with Evil Geniuses’ NYChrisG about Marvel, Street Fighter V, and just what the heck happened on stage at the UMvC3 finals at Evo 2016!

Frame 3:
Dissida FF ArcadeDissidia Final Fantasy Will Feature Story Mode on Console

I’m eagerly awaiting this game’s arrival in the West; while we still don’t have a release date for this version on Dissidia on console, news like this at least lets us know that it will have extra content to make a home version more even more worthwhile.


Sam “Trilby” Foxall, Assistant Editor:

Frame 1:
Midwest Mayhem 8Events2Compete Announce the North American Tour for Midwest Mayhem 8

Circuits are coming in thick and fast for Super Smash Bros. for Wii U, with Events2Compete partnering with other tournament organizers to plan this pan-American tour for Midwest Mayhem 8.

Frame 2:
KOFXIV World ChampionshipsThe King of Fighters XIV World Championship Grand Final Comes to Tokyo on February 18th

Live from downtown Tokyo, it’s the KOFXIV Grand Final! This final 16-bracket brings players from five continents together to determine who is The King of Fighters. Expect sparks to fly and some possible news on the future of KOFXIV.

Frame 3:
DreamhackSmashDreamHack Announces 2017 Smash Championship Season with $100,000 Prize Pool

Bringing Super Smash Bros. for Wii U alongside Super Smash Bros. Melee, DreamHack is going all out in supporting Smash this year, offering $100,000 across the six DreamHack events.


Keegan “Interrobang!?” Spindler, Features Editor:

Frame 1:
tekken-7-akuma-vs-heihachi-fight-800x534Echo Fox Sign Tekken Masters Choi “Saint” Jinwoo and Kim “JDCR” HyunJin

When Echo Fox signed a whole host of top fighting game talent, including the likes of Justin Wong and MK Leo, they announced to the world that they were taking the FGC seriously. Now, by signing two of the very best competitors Tekken has to offer, they’re making a play for total dominance. It won’t be much of a surprise to see the Echo Fox tag in most Top 8’s come Evo at this rate.

Frame 2:
KI UltimatesUltimates Return to Killer Instinct on February 14th

 Is there anything better than winning big against an opponent? Well, in Killer Instinct the answer is apparently yes. From February 14th, winning with your first health bar still intact means that you can do an Ultimate–and having watched a couple that are on the way, who wouldn’t want to?

Frame 3:
Tekken 7 RAP SticksHORI Announces Tekken 7 Real Arcade Pro Sticks for Western Markets

Arcade sticks are my weakness, and boy do these make me go weak at the knees. With great quality sticks coming out of both MadCatz and Qanba, these Tekken 7 sticks are Hori’s chance to fire back. They look great, so hopefully they’ll handle just as well as the competition. If they do, it seems we’ll have to deal with being spoiled for choice!


Extra Frame:
umvc3 characters mixEvo 2017 Player’s Choice Results: Ultimate Marvel vs. Capcom 3 Claims the Top Spot

After a fierce back-and-forth fight against Pokkén Tournament, the Marvel community ultimately gathered the most donations, and paved the way for Ultimate Marvel vs. Capcom 3 to return to Evo’s main stage one final time.


Editor’s note: The views expressed in this article and the selected posts are solely those of the writers, and do not reflect Shoryuken.com as a whole.

OzHadou Nationals 15 Announced, Scheduled for Mid-September

Australia’s longest running annual tournament is back for another year. OzHadou Nationals 15 has been announced, and will be taking place on September 15th through 17th of this year.

The event will take place at the Hilton in Sydney, New South Wales, in the heart of Sydney’s Central Business District. While the lineup is still in flux and registration has not been opened, one can certainly expect to see Street Fighter V on the lineup, and the announcement itself specifically mentions Tekken 7 and Injustice 2. We should certainly have more information about this tournament in the coming months.

Source: OzHadou

TOPANGA LEAGUE 6 Day 1 Streaming Live

Japan’s high-level round-robin competition TOPANGA LEAGUE makes its Street Fighter V debut, with some big changes in tow! With SFV closing in on the one year mark and players having a chance to establish themselves in the game, the league is starting from scratch in its return. And with TOPANGA now partnered with video site OPENREC.tv, for the very first time TOPANGA LEAGUE will be available for free. You certainly don’t want to miss out on the action. Who will be the first Street Fighter V TOPANGA LEAGUE champion?

Players

TOPANGA LEAGUE 6 will be the largest competition thus for the series, with 21 total players.

A Block

CO|GO1 (Chun-Li)
FOX|Tokido (Akuma)
ISM|Haku (M. Bison)
AW|Nemo (Urien)
MJS|Haitani (Necalli)
BST|Daigo Umehara (Ryu)
GGP|Kazunoko (Cammy)

B Block

Onuki (Chun-Li)
FOX|Momochi (Ken)
galtu (M. Bison)
Inaba (Urien)
Gachikun (Rashid)
DNG|Itabashi Zangief (Zangief)
RB|Bonchan (Nash)

C Block

GRPT|MOV (Chun-Li)
Eita (Ken)
HORI|sako (Akuma)
YHC-Mochi (Dhalsim)
stormKUBO (Alex)
Mago (Karin)
GRPT|Fuudo (R. Mika)

Format and Rules

TOPANGA LEAGUE 6 is broken into three major parts: the Online League, the Offline League, and the Finals League

Online League

The 21 players are broken into 3 blocks of 7 (A, B, C), with each player limited to 1 character*. Each player facse against the other players in the block in first-to-3 matches. At the completion, 1st place from each block (3 players total) advances to the finals league; 2nd through 5th (12 players) advance to the offline league; and 6th through 7th (6 players) are eliminated.

Offline League

The 2nd through 5th place finishers of the online league are separated into 3 blocks of 4 (X, Y, Z). Each player may select 2 characters, with the option to switch from the character used in the online portion. Matches are first-to-7 and must be won by at least a 2-game advantage (deuce), or until 10 wins. 1st place from each block (3 players total) advances to the finals league, while 2nd through 4th are eliminated.

Finals League

The first place finishers from the online and offline leagues advance to the finals league of 6. Matches use the same first-to-7 format and deuce rules of the offline portion.

*In the case of balance update during the course of the league, players will be allowed to switch characters.

Schedule

February 10 (Fri) at 8 PM JST (6 AM EST, 3 AM PST, 11 AM GMT)

A Block

Umehara vs. Haitani
Umehara vs. Haku
GO1 vs. Tokido
GO1 vs. Haku

B Block

Itabashi Zangief vs. Onuki
Momochi vs. Gachikun
Gachikun vs. Inaba
Bonchan vs. Inaba

C Block

MOV vs. Eita
MOV vs. sako
Mago vs. Fuudo
YHC-Mochi vs. stormKUBO

February 11 (Sat) at 7 PM JST (5 AM EST, 2 AM PST, 10 AM GMT)

A Block

Umehara vs. Nemo
Umehara vs. Tokido
Tokido vs. Haitani
Nemo vs. Haku

B Block

Momochi vs. Itabashi Zangief
galtu vs. Onuki
galtu vs. Gachikun
Momochi vs. Onuki
Bonchan vs. Gachikun

C Block

Mago vs. Eita
YHC-Mochi vs. Fuudo
sako vs. stormKUBO
Fuudo vs. stormKUBO

February 12 (Sun) at 7 PM JST (5 AM EST, 2 AM PST, 10 AM GMT)

A Block

Umehara vs. GO1
Umehara vs. Kazunoko
Tokido vs. Haku
Nemo vs. Kazunoko
Haitani vs. Nemo

B Block

Bonchan vs. galtu
Onuki vs. Inaba
Momochi vs. galtu
Itabashi Zangief vs. Gachikun

C Block

MOV vs. Mago
MOV vs. stormKUBO
YHC-Mochi vs. Eita
sako vs. Fuudo

February 17 (Fri) at 8 PM JST (6 AM EST, 3 AM PST, 11 AM GMT)

A Block

Kazunoko vs. Haku
Haitani vs. Haku
GO1 vs. Nemo
Tokido vs. Kazunoko

B Block

Bonchan vs. Onuki
Onuki vs. Gachikun
Momochi vs. Inaba
Bonchan vs. Itabashi Zangief

C Block

MOV vs. Fuudo
Mago vs. stormKUBO
Eita vs. stormKUBO
YHC-Mochi vs. sako

February 19 (Sun) at 7 PM JST (5 AM EST, 2 AM PST, 10 AM GMT)

A Block

GO1 vs. Kazunoko
GO1 vs. Haitani
Tokido vs. Nemo
Haitani vs. Kazunoko

B Block

galtu vs. Inaba
Momochi vs. Bonchan
Itabashi Zangief vs. Inaba
galtu vs. Itabashi Zangief

C Block

MOV vs. YHC-Mochi
Mago vs. YHC-Mochi
Mago vs. sako
Fuudo vs. Eita
sako vs. Eita

Offline League and Finals League Schedule

Stream

TOPANGA LEAGUE 6 will be streamed on OPENREC.tv in English and in Japanese, free of charge. You’ll find links to the streams below.

Sources: TOPANGA LEAGUE, Kakuge Checker

Catch These Flaming Hot Hands from Roi’s and Hakken’s Sol Badguy in Guilty Gear Xrd -REVELATOR-

Guilty Gear -REVELATOR- introduced (and re-introduced!) a lot of new and familiar characters, but sometimes, it’s time for the flagship Queen fan to get the spotlight. Sol Badguy has been a mainstay of the series from the very beginning.

Below, here’s a batch of top-level Sol action straight from Japan. Roi and Hakken face a variety of opponents, so this is a great study to pick up new combos and learn various match-ups. It’s particularly worth it to check out the intense matches with Zadi’s Raven and Nage’s Faust.

Before you divekick into the videos, note that Sol and Hakken’s Tenkaichi Budokai matches are coming up this weekend. They will be broadcasted on Joniosan’s Mikado Twitch stream, on Friday (about 6:00 AM EST) and Saturday JST (about 4:00 AM EST).

Sources: Mdesilva; Joniosan

Burn Your Opponents to Cinders with Dormammu/Nova/Shuma Gorath in Ultimate Marvel vs. Capcom 3

With Ultimate Marvel vs. Capcom 3 (all but officially) getting into Evo 2017 for its final year thanks to the Player’s Choice vote, everyone is getting inspired to get back into the game. As such, we have here a great ten-minute combo video featuring Dormammu, Nova, and Shuma Gorath that shows off some amazing stuff.

While this video mainly focuses on Dormammu, it showcases great synergy between the three characters. It also shows how much versatility and synergy Dormammu actually has, showing his ability to get lots of combo extensions off of Chaotic Flame into Stalking Flare.

Source: goofyhatmatt1

Burn Your Opponents to Cinders with Dormammu/Nova/Shuma Gorath in Ultimate Marvel vs. Capcom 3

With Ultimate Marvel vs. Capcom 3 (all but officially) getting into Evo 2017 for its final year thanks to the Player’s Choice vote, everyone is getting inspired to get back into the game. As such, we have here a great ten-minute combo video featuring Dormammu, Nova, and Shuma Gorath that shows off some amazing stuff.

While this video mainly focuses on Dormammu, it showcases great synergy between the three characters. It also shows how much versatility and synergy Dormammu actually has, showing his ability to get lots of combo extensions off of Chaotic Flame into Stalking Flare.

Source: goofyhatmatt1

Michael Martin Asks If the FGC Needs More Rivalries in Latest “I Got Next”

There’s no secret that the Fighting Game Community has had rivalries throughout the years. The East Coast and West Coast has perennially been rivals, along with various players carrying personal grudges. There has also always been an Asia vs. America rivalry, that has gone on since Daigo Umehara first stepped onto this continent to face Alex Valle.

But since esports has taken over in the FGC, things look more tame to Michael Martin. After the back-and-forth between Smug and EG|K-Brad last week–as well as the subsequent reaction to it–Michael Martin poses the question of whether we need more of this sort of thing in the latest episode of “I Got Next.”

Source: Yahoo! Esports

Michael Martin Asks If the FGC Needs More Rivalries in Latest “I Got Next”

There’s no secret that the Fighting Game Community has had rivalries throughout the years. The East Coast and West Coast has perennially been rivals, along with various players carrying personal grudges. There has also always been an Asia vs. America rivalry, that has gone on since Daigo Umehara first stepped onto this continent to face Alex Valle.

But since esports has taken over in the FGC, things look more tame to Michael Martin. After the back-and-forth between Smug and EG|K-Brad last week–as well as the subsequent reaction to it–Michael Martin poses the question of whether we need more of this sort of thing in the latest episode of “I Got Next.”

Source: Yahoo! Esports