Undecided? Read the Arguments for Which Player’s Choice Title Deserves Your Vote for Evo 2017

SRK writing team members will each play advocate for one of the potential games!

As Mr. Wizard first announced and later elaborated a bit upon: the ninth main game for Evo 2017 is to be determined by a player vote-in, through donations to Make-a-Wish International via Generosity.com. Nine games: some from prior Evo events, some never before having a chance to appear there–and all are excellent games in their own right. The winning title not only fills out the roster, but gets a $10,000 prize pot bonus and will open the Sunday finals at Mandalay Bay’s arena.

As a charity drive, every vote counts toward a good cause (and you can vote for more than one!), but if you’re wondering which game(s) to support: starting today, Shoryuken will run one new feature per day, in which one of our writers will argue the merits of one of these titles on this list. So keep your eye out for these editorials–and remember that the voting closes at 12:00 PM PST on February 8!

evo 2017 vote

Genesis 4 Super Smash Bros. for Wii U Highlight Reel: Complete with Salt, Missteps, & Unfortunate Outcomes

Genesis 4 was a rather hot topic, in both the hype leading up to it, and the issues revolving around the accidental incorrect damage setting. That issue has been discussed at length by players and organizers alike, along with compensation being made for effected players, but Genesis 4 was certainly much more than an organizational misstep.

This highlight reel, put together by YouTuber GRTr4sh, showcases some of the most intense moments in the final moments of the Super Smash Bros. for Wii U tournament. Salt from players, accidental inputs and intense back-and-forths are on full display, along with a brief reliving of the settings error.

You can see more of the Genesis 4 event in our earlier roundup of each tournament held there, and Sam “Trilby” Foxall’s write-up of the event.

Source: GRTr4sh

Miss The Hype of Frosty Faustings’ Skullgirls 2nd Encore Showing? Relive it With This Top 8 Footage

Skullgirls 2nd Encore has recently been enjoying a second wind, with players’ longstanding dedication paying off with larger tournaments. One such tournament, Frosty Faustings IX, has been previously mentioned on the Skullgirls community’s tournament calendar as one of the events they were directly focused on. The result was a great tournament with a strong turnout.

Frosty was this past weekend, with the game being streamed and reuploaded by MeleeEveryday. If you missed out on this event, or maybe you just want to relive all the clutch comebacks and clean play, our friend Liam has compiled a YouTube playlist for easy viewing.

Sources: MeleeEveryday; Liam

Catching These Hands: An ARMS Preview from Genesis 4

While established fighters were duking it out on the Genesis 4 stage, a future competitor quietly trained in the background. With Nintendo of America sponsoring G4, this brought a special demo station for the Nintendo Switch and their new fighting game, ARMS. For those who have yet to see this spring-loaded fighter, ARMS is Nintendo’s attempt to create something like Splatoon for the fighting genre: an accessible and welcoming experience, but with tons of depth for future virtual pugilists. It also makes full use of the Switch’s new JoyCon controller, with boxers holding both the left and right JoyCons to act as their character’s fists as they fling punches at their opponent. It’s certainly fun to play for the first few rounds, but time will tell if ARMS has the legs to fight alongside the heavyweights of the fighting genre.

ARMS works on a standard rock/paper/scissors system of punches beat grabs, grabs beat blocks and blocks beat attacks. There are only three offensive options in ARMS: your two fists and a grab, so Nintendo has had to get creative in order to layer on depth to this initially basic system. First off is the ability to arc punches by putting a twist on the JoyCon as you punch. By curving your hits, you can punch around environmental obstacles like stone pillars or even reach behind an opponent’s block to hit them in the back. As players in ARMS can equip special gloves to imbue their punches with different abilities, you will have to adjust your swings to account for your equipped boxing glove. The Boomerang glove naturally has a curved trajectory, while the Trident lets off three small punches which are harder to curve. Mixing up which fist you are punching with and accounting for player habits between rounds will be important for the ARMS metagame, as you can switch which gloves you are using for every round.

You can also charge up your glove’s power, imbuing them with an additional ability to do extra damage. This can be done by simply waiting for a second for your gloves to glow, meaning that the punch is charged. Once charged, the Toaster glove can set opponents on fire (which can deal additional damage), while the bomb-shaped Homie fist will explode after a short fuse time. You can even set up special traps, by using the Homie to lay down a timed explosion, while mixing someone up with the multiple hits of the Trident. There are even potential juggle combos, as the Boomerang whips up a small whirlwind once charged, knocking your opponent into the air for a juggle opportunity. I did not get a chance to try out all of the gloves, so expect people labbing glove-specific combos once ARMS releases.

While punching is great, throwing your opponent for a loop can be a great way to mix up their offense. You grab in ARMS by flicking both fists forward as the same time, sending your extendo-arms flying outwards towards the opponent. You cannot tech a throw in ARMS, but you can stop the incoming grab by punching out one of the incoming fists to negate the throw. This gives players a good opportunity to let off a flurry of punches, which was a tactic I found particularly useful in the handful of matches I’ve played. You can air throw too, with dash forward and jump up grab being a nasty surprise for my opponents. The only problem is there is no direct follow up after throws, as you almost automatically reset to neutral, so don’t expect any vicious Street Fighter V-esque throw loops in the future of ARMS. You also need to keep an eye on the health of each of your arms, as continuous blows to one particular limb can render it useless for a short period. A small yellow icon will appear at first, with it turning red to signal a stun, so bobbing and weave is essential.

Rounding out your offensive capabilities is the Flurry Attack, a super move which has boxers firing off a barrage of charged up punches. These are not character specific; they instead change based on the fists you have equipped, so expect certain Flurry Attack setups to become popular based on the stage you are currently fighting on. You can simply block this furious sequence of blows, but you do take slight chip damage, opening up the possibility of chip kills at low health.

While offense is good, you need a solid defense to really master the sweet science of punching. As we mentioned, you have your block, which activates by turning the two JoyCon controllers inward, along with a short range dash to get out of trouble. The ARMS team must like their Guilty Gear, as you can actually air dash for additional aerial maneuverability. The ninja boxer Ninjara even has a substitution justu for his aerial dash, disappearing and then reappearing following the input. With select arenas having trampolines and environmental hazards to send the battle into the air, mastering your air dashes will be essential for some matchups.

Speaking of potential matchups, let’s talk about the current roster for ARMS. It’s fairly slight at the moment, with only five fighters prepared to duke it out. Spring Man is the base fighter, with well-rounded attributes and a wicked blue pompadour. So far, people have not been able to discern his unique fighter trait but the prevailing theory at the moment is a higher initial jump.

ARMS ribbon girl

His female counterpart Ribbon Girl gets three jumps instead of two, while Ninjara gets his substitution dash, as well as the ability to disappear and reappear following a successful block. These three represent the normal sized fighters, with Mechanica and Master Mummy acting as the heavies in this build of ARMS. Master Mummy is a huge undead bruiser, with his base fists looking like massive wrecking balls instead of regular sized hands.

Heavies get a flat stamina boost, meaning it takes longer for their limbs to get stunned, but Master Mummy also has the power to heal himself while blocking. While this seems overpowered at first, his health regen is not rapid and if you see him trying to turtle, you’ll wipe off any of his regained health with a grab. Nintendo have apparently been taking inspiration from Blizzard’s Overwatch, as Mechanica seems somewhat reminiscent of another young woman fighting in a huge robot. Mechanica’s mech suit certainly isn’t as sleek as D.Va’s mech, but it gives her the ability to hover in the air using her suit’s booster jets. It’s unclear at this time if specific glove types are tied to set fighters, but I can already see traditional fighter archetypes forming around the ARMS roster.

ARMS mechanica

ARMS does look quite promising at this stage, with elements which could mark it out as a successful genre breakaway, much like Splatoon did with third-person shooters. While it has mechanics taken from traditional fighters and it certainly has the potential to have some real depth, my gut feeling is that it may not have enough here to satiate dedicated fighting game fans. However, never say never knowing Nintendo’s track record with games initially marketed as “fun party games”… The JoyCon control scheme is unique, but I imagine most players will drop the real punches for the Pro Controller very quickly, unless curving punches is significantly easier using the JoyCon. There is definite fun to be had with ARMS, but it needs more time in the ring to see if it is a future prizefighter.

Maximilian Shares His Impressions and Thoughts on Injustice 2 Online Beta

With the Injustice 2 beta out we’re seeing gameplay surface from some high profile players. You can check out a roundup of this gameplay here, but we also have some internet personalities getting access. One notable personality is Maximilian, who has gone over the beta and his feelings on many things on his channel.

He talks about everything from the general game feel to smaller details like minor bugs. He also covers the gear system, which seems to be giving gear at a much faster rate in order to allow players to fully experiment with it, but there’s also an option to play without gear in a “competitive mode” though both players have to accept the terms meaning your opponent can choose to play with their beefed up gear while you have an objectively weaker character. Check out the video below for his full thoughts.

Source: Maximilian Dood

Tatsunoko vs. Capcom Still Alive and Kicking with This Top 8 from Frosty Faustings IX

Tatsunoko vs. Capcom is a game that’s gone largely underplayed by the community at large, thanks in large part to the unfortunate Wii exclusive nature of the game and the relatively unknown Tatsunoko characters. It has seen play at a few Evos over the years, even seeing play as a main game a few times, but players who love the game are having to struggle to keep playing.

While this is an unfortunate landscape for any fighter, the TVC crowd hasn’t given up on their game and they continue playing every chance they get. One such chance was at Frosty Faustings IX, where the game had a healthy showing and a respectable Top 8. If you missed the event, MeleeEveryday has compiled all of the VODs into one single playlist.

With Marvel vs. Capcom: Infinite taking clear inspiration from Tatsunoko vs. Capcom, especially with its tag combo system and the rumored return of Giant characters, you could expect more players going back to this often overlooked title in the Versus series.

Source: MeleeEveryday

Kaught the Mortal Kombat XL Fever? PC Version is Available at a 80% Discount

Mortal Kombat X has been out for about 3 years now. The game enjoyed healthy tournament support and developer support, though NetherRealm Studios appears to be fully moving on to Injustice 2 leaving MKX behind. There was what seemed to be one final title update last year with Mortal Kombat XL, with one big gameplay-changing patch happening late last year.

If you’ve held out on getting MKXL for some reason, either waiting for the game to reach a finished state or waiting for a good deal then you’re in luck: Mortal Kombat XL is available through Bundle Stars for a staggering 80% discount. This bundle features all DLC, but is PC exclusive. For 10 bucks you get everything about Mortal Kombat XL, so if you don’t have it already then now’s your chance. This deal is only available for a few days, so act fast.

Source: Bundle Stars

Learning Street Fighter V’s Akuma? Jmcrofts is Here to Help With a Tutorial on The Basics

One of the most powerful characters in the Street Fighter universe often gets treated very generously in-game as well. Akuma traditionally gets a slew of options and just deals with the downside of lowered health. This glass cannon gameplay has been a staple of the character for decades, but he has some noted changes from past incarnations. If you’ve been struggling to get the hang of Akuma in SFV, we have this basics tutorial which should help you out.

jmcrofts goes over a lot of Akuma’s choices, and even talks a bit about his design philosophy as opposed to previous incarnations. He covers the basics of Akuma’s moves and goes over changes from past incarnations, new moves and unique move properties. He doesn’t touch on anything too complicated or much of his V-Gauge specific stuff, but another video is said to be on the way breaking into all that.

Source: jmcrofts

Core-A Gaming Discusses Why Buffing is Better than Nerfing in Fighting Games

We live in an age where balance changes are a regular part of fighting games. We all wait with baited breath whenever a patch is on the horizon, praying to every deity known to man that our character will get buffed, instead of nerfed into the ground. While nerfing certain overpowered tools is necessary at times, buffing weaker fighters is usually better for the life cycle of a game, instead of nerfing the stronger ones.

To examine this philosophy and give some reasoning as to why buffs are generally better than nerfs, Gerald from Core-A Gaming has gone into the history of both sports and fighting games, looking at instances where gives players more options to score or win a match has, more often than not, resulted in a more engaging game for everyone. From basketball, he takes the addition of the three point line and how this gave smaller players the chance to score, as they could avoid dealing with some lanky player guarding the hoop. For fighting games, he gives the example of the notorious Street Fighter II: Rainbow Edition and how while the game was beyond broken, it added certain elements like air specials, a teleport for Dhalsim and a fireball for Chun-Li that would go onto make Street Fighter more exciting, by increasing character options.

Psychologically, no-one likes to lose something of value and when a loss of a character option results in a game becoming less exciting, you can understand why people virulently hate nerfs. This does not mean nerfs are all bad, a clever nerf can actually give players more options, as seen with the changes to Shoryuken FADCs during the life cycle of Street Fighter 4.

As with every Core-A video, this analysis is worth a watch if you are interested in the methodology that goes into balancing a fighting game.

Source: Core-A Gaming

theScore esports Gathers Top Super Smash Bros. Melee Players to Teach Basics on Smash School

Melee is one of the most refined fighters around, with a lot of complexity in both the dexterity required and the way to think about the game itself. While many core concepts overlap with traditional fighters, the completely new landscape of a Smash game takes some adjustment, even if you are familiar with the series on a casual level.

To help you acclimate to the environment, the folks over at theScore esports sat down with several top Melee players to advise how the game should be thought about in order to succeed. Many of these talking points should help with Super Smash Bros. for Wii U as well, so learn from the best and improve your game.

Source: theScore esports