Armada Believes Super Smash Bros. Melee Doubles to Be Underrated

Alliance’s Adam “Armada” Lindgren is known as being one of the top Super Smash Bros. Melee singles players in the world, often trading tournaments with Echo Fox|Mew2King, C9|Mang0, and Liquid|Hungrybox. But one thing he would love to be known for is his impressive skills in Melee Doubles.

Armada sat down with theScore to talk about the differences between the two disciplines, saying that he believes Melee Doubles to be the “most underrated game in all esports.” He also talks about his synergy with his brother, Andreas “Android” Lindgren, where he states Android, albeit not being the best singles player, has “an amazing view in doubles.”

Source: theScore esports

Armada Believes Super Smash Bros. Melee Doubles to Be Underrated

Alliance’s Adam “Armada” Lindgren is known as being one of the top Super Smash Bros. Melee singles players in the world, often trading tournaments with Echo Fox|Mew2King, C9|Mang0, and Liquid|Hungrybox. But one thing he would love to be known for is his impressive skills in Melee Doubles.

Armada sat down with theScore to talk about the differences between the two disciplines, saying that he believes Melee Doubles to be the “most underrated game in all esports.” He also talks about his synergy with his brother, Andreas “Android” Lindgren, where he states Android, albeit not being the best singles player, has “an amazing view in doubles.”

Source: theScore esports

PR Balrog Gets His Salty Runback against Smug in This Street Fighter V Online Set

On the 26th of December, we showed you a very punny Boxing Day Balrog mirror match between PR Balrog and PIE|Smug in Street Fighter V. It was a close match overall, but Smug clutched it out in the end.

Almost a month later, and those two are at it again. With PR Balrog and Smug being two of the best players of this character in the world, these matches get hype. So, who wins in the runback…?

Source: RektScrub

PR Balrog Gets His Salty Runback against Smug in This Street Fighter V Online Set

On the 26th of December, we showed you a very punny Boxing Day Balrog mirror match between PR Balrog and PIE|Smug in Street Fighter V. It was a close match overall, but Smug clutched it out in the end.

Almost a month later, and those two are at it again. With PR Balrog and Smug being two of the best players of this character in the world, these matches get hype. So, who wins in the runback…?

Source: RektScrub

InControl Gaming Signs Contract with Super Smash Bros. Player WaDi

InControl Gaming is definitely pushing to be on the forefront of the FGC. Having already signed Tekken player Speedkicks and Killer Instinct player Beat Star to their esports roster, they are now setting their sights on the realm of Smash.

InControl has now announced that they have inked a deal with Super Smash Bros. for Wii U player WaDi. The Virginia-based Mewtwo and R.O.B. player is currently ranked #21 in the game, and has a slew of 1sts in locals, with him getting close to breaking out in majors–with his highest finish being 13th at The Big House 6.

With signings like these, we can likely expect to see even more signings in different games by the team.

Source: 

Nemo and Bonchan Face Off in a Street Fighter V Exhibition Match at Alienware Store Akiba on January 28th

Alienware’s Akihabara location will be their battleground: kicking off Street Fighter V Season 2 with a FT10!

To celebrate Season 2 of Street Fighter V, Alienware’s Akihabara store will play host to an SFV exhibition match between Alienware’s Nemo and Red Bull’s Bonchan on January 28, 2017. Nemo has been tearing it up in Season 2 with his Urien lately, while Bonchan is known for his solid Nash play; thus this first-to-ten battle will certainly be an intense fight!

The event will be streamed live on Alienware Japan’s Twitch channel, so tune in at 10:00 AM PST on January 28 to catch the action!

AWSTOREAKIBA20170128_SF5

Source: Alienware

What Makes Skullgirls 2nd Encore an Amazing Fighting Game, and How it Deconstructs the Modern Concept of Tiers

Skullgirls is a unique fighting game, thanks to the way it learns from and builds upon the genre–but one feature of the game in particular is a large contributor to its success. That feature is custom Ensembles (assists), which allow players to choose any move a character has as an assist move. While the launch of the new IP was rocky, this mechanic gave Skullgirls the depth it needed to build a cult competitive following and leading to today’s revival of the scene.

Due in part to the game’s rough start, there are not many people outside of its community who comprehend the most basic aspects of the title’s team mechanics, or how they managed to successfully keep players coming back for the past five years. Today, I’ll do my best to break down what I believe is Skullgirls’ biggest saving grace: the custom assist, and how this feature lets Skullgirls stand out while still feeling familiar.

A lot of Skullgirls’ depth comes from its team mechanics. For those unfamiliar, players are allowed to pick teams of one, two, or three characters. They can do this regardless of their opponent’s team, so one could use a team of three characters against another “team” of just one character.

This is in part balanced with scaling health and damage based on team size, meaning the more characters you pick, the less damage you do and the less health you have. [See also: Capcom vs. SNK series. – Editor] More characters are less durable, but they are rewarded with more options overall. Should you pick a duo or trio, you have access to custom assists, which allow you to use nearly any ground move a character has as your assist move. Teams also have access to Stunt Doubles (Alpha Counters): on block they can bring in their teammate using their assist for one bar of meter, as well as Blockbuster Sequels (DHC), which allow one character performing a super to cancel into their teammate’s super.

This is Skullgirls’ systems as boiled down as they can be, but therein lies the vast majority of the game’s depth. Before moving further into why a thing like the custom assist makes Skullgirls a truly stand-out title, let’s get into how the assist mechanic traditionally works in the better-known Marvel vs. Capcom titles.

In MvC games up until now, characters usually have three assist types to choose from. Some characters have great assists overall, some have situation-specific assists, and others still don’t have very good ones to choose from at all. After being restricted to three developer-decided assists, the choice in assists is further limited by which point characters are good and can utilize the assist well.

These limitations placed on assist choices influence the game’s evolution, by dictating which characters end up getting used. Player choice narrows to good point characters and good assist characters, which ultimately influences the competitively-viable team choices. This type of influence is greatly deconstructed in Skullgirls, because with custom assists the players themselves can find what works best for their team and against their opponent.

While this is great, it is not immediately apparent what this feature does for Skullgirls as a whole, and what it means as far as tier lists are concerned. Traditional tier lists attempt to rate how effective a character is and how they stack up against the rest of the roster. In SG however, it is generally accepted that there are no weak characters, and few matchups are significantly harder to deal with than others.

While there are several games today that are balanced well and can be given similar descriptions, Skullgirls achieves this in a unique way: the game is balanced not because each character has all the tools they need to succeed, but because every character can find multiple assists with varying teammates that cover their weaknesses or amplify their strengths. The best characters in the game aren’t the best because in 1v1 they dominate, they’re the best because they work well with a wide range of characters.

Let’s look at an easy example in the form of Double. Double is considered one of the best in the game thanks to her options and reset game. For assists she has access to Hornet Bomber, which between the light, medium, and heavy versions can function as an invincible reversal, a mid-range pressure tool, or a long range poke respectively. She also has Cilia Slide, a mid-long range poke that hits low, as well as her Luger Replica which can act as an anti-zoning tool, or can make specific confirms for the point character easier.

She also has amazing supers, in both her uses for them and their DHC potential. Beast of Gehenna (BoG) creates a puddle that attacks approaching characters, which can be used before she tags out to protect the incoming teammate. She also has access to great DHCs; with Bella/Double for example you can reversal with Cerebella’s Diamond Dynamo, which if it hits can be DHC’d to BoG for a full confirm, or if it’s blocked can be DHC’d to Catellite Lives to stay safe and pressure the opponent on block.

She has a lot more options, but this sets the tone for her character. Every character in the game can find something in Double’s kit to use for their team, but not every character is blessed with great assists. Let’s look at another example, Painwheel:

Painwheel’s assists consist of essentially just Pinion Dash, a long reaching move that takes a while to start up, and c.mp, which functions as short range lockdown. She also has Hatred Install, a power-up super that lets her DHC in and be safe to act in every situation; while not gamebreaking, this setup brings Painwheel in while at advantage regardless of the scenario, and gives her access to her amazing neutral buff with the super activated. She’s the perfect example of a character that can’t be used on every team but has niches that she shines in.

The other aspect of custom assists that ensures diverse playstyles is the ability to call assist and use normally unsafe moves at the same time. This is a tactic that is used in Marvel games occasionally, but it’s a lot more widespread in SG. Certain moves that are otherwise very unsafe or hard to confirm off of become a usable assets in neutral with the right assists. Parasoul with Robo-Fortune’s H Beam can use Napalm Pillar as a reversal a lot more often with H beam both keeping it safe on block and allowing Parasoul to convert on hit. Cerebella can get a similar situation with Fukua’s H Platonic Drillationship assist, letting her go for Battle Butt more freely.

Lets take a look at a character like Eliza, who has a hard time getting out of trouble due to her reversal options being weak. Her meterless reversal, Upper Khat, can be grabbed and is unsafe on block, with her only metered reversal costing 3 bars of meter where most other characters get a reversal for 1 bar. Let’s pair her up with Painwheel, a unique combination to be sure; this setup sees Eliza with the option of increased lockdown and pressure once she gets in with Painwheel’s c.mp assist, and also sees her meterless reversal buffed slightly. If Upper Khat is blocked Eliza can cancel into super followed by a DHC to Hatred Install, which leaves a powered up Painwheel with a +21 frame advantage to do what she wants. This does cost 2 bars of meter to perform, but is a much better reversal option than any she had available to her before. Other than Upper Khat she also has her air super, which she can use when she’s in the air to DHC to Painwheelin more situations.

There are of course also the standard uses for assists, in choosing assists that cover spaces of the stage that your point character needs help with. Peacock for example makes great use of Big Band’s invincible reversal assist, Beat Extend, letting her protect herself from advances and discouraging opponents from approaching too quickly. Big Band can also make great use of Peacock’s George’s Day Out assist, letting him approach his opponent while being protected from approaches with the little bomb.

This fluid interpretation of how good a character and their options can be depending on their teammates is the main reason why tier lists just don’t apply to Skullgirls the way they do every other fighter. There are many synergy setups, with many more combinations that the community is still discovering, and there just flat out isn’t any bad characters. While the game is filled with mechanics that highlight player choice and decision making, the impact of the custom assist is one of the main reasons the game is still being played today and why–despite a rough start, and being an brand new IP–Skullgirls 2nd Encore is definitely a game that could be played and enjoyed into the next decade.

Elevate Signs Smashers Mr.R & False to The Red Rebellion

More Smash signings appear!

Elevate announced today that Super Smash Bros. players Ramin “Mr.R” Delshad and Corey “False” Shin are joining their team to fight for the “Red Rebellion.” False is viewed as a top Sheik, Ryu, Luigi, and Marth player in Super Smash Bros. for Wii U, starting out by playing Wario in Super Smash Bros. Brawl; Mr.R has garnered attention for his Shiek play in Smash 4, and also played Snake, Link, Meta Knight, and Zero Suit Samus in Brawl. With this pair of serious Sheiks on board, Elevate is set to make an impact on the Smash scene.

Elevate also released this announcement video, depicting how exactly Mr.R replaced Larry Lurr (now with Misfits) on the team:

From Shoryuken: congratulations and best of luck to them both on their new team!

Sources: Elevate (Twitter); Elevate (YouTube)

Tickets to Attend The Killer Instinct World Cup at KI Con Are Now on Sale

As you may have heard, Killer Instinct is holding their World Cup at KI Con. With a $30,000 prize pot, this 32-player bracket will be held alongside a few other events like Halo Wars 2, Gears of War 4, and Super Smash Bros. for Wii U in March. You can see the full details and purchase tickets here.

While the event should be great, not everyone is able to make it. So, if you’d like to support the event but can’t attend, remember that you can still contribute by purchasing Kilgore; 50% of the money spent for Kilgore will be supplied directly to supporting the World Cup.

The goal is a massive one million dollars, which would be a very nice boost to the already impressive pot and venue.

Source: KI World Cup (Twitter); TobinCenter

Guilty Gear Xrd REV 2: Baiken & Answer Movelists and Patch Notes from the First Location Test

The gates to the first weekend location test for Guilty Gear Xrd REV 2 have opened, and a ton of information is pouring out from the players. Thankfully, Arc System Works published an official patch note list, alongside move lists for every character. Not only are we able to read the move lists for Baiken and Answer–the new characters–and see a couple of new moves for other candidates, but we also can see detailed notes individual cast member changes.

answermovelist
baikenmovelist

answerenglishmovelist baikenenglishmovelist
What’s notable for Baiken is her new counter move, doable out of blockstun or on its own and in the air. Currently, it’s inputted the same way as Blitz Shield, so the Blitz input for her is different: P+HS or K+HS. She has a new Overdrive out of the counter move. Suzuran–the running block–allows her to cancel into other moves. The Baiken Discord is actively compiling specific Baiken information as it becomes available, usually through tweets from Japanese players.

In Answer’s case, throwing a business card on the ground lets him move to them or launch a clone. He also leaves scrolls: 214 and any button set two scrolls somewhere on the screen, which give Answer a lot of utility. When he gets close enough, he’ll cling to them, and then he can do a counter attack, teleport to them with sliding attacks, do a downward kick, jump forward, do a charging move, or another counter. Here’s the compiled Answer move list by Pssych.

This image shows where the scrolls get positioned:

Here are the official patch notes translated by the community. KEEP IN MIND: these changes aren’t final. They are subject to change.

SYSTEM CHANGES

Roman Cancels

  • Time until Purple Roman Cancel comes out has been decreased.
  • Input buffer during RC has been enlarged.

Ground and Air Blitz Shield

  • Ground and Air Blitz Shield is now possible to cancel into from normals.

Charged Blitz Attack

  • In case of charged blitz attack being canceled into, forced proration will be applied.
  • The first usage in a combo functions like normal. Afterwards, the wallstick property is removed, and replaced with a normal blowback effect which has decreased untech time.

Danger Time

  • At start of Danger Time, both players gain an amount of tension.

Misc.

  • Various visual effects have been modified, such as alternate camera angles on attacks hitting.

SOL BADGUY

  • 5K startup slower.
  • 6H does not knockdown on normal grounded hit. Normal hit effect.
  • Wild Throw does not come out if a 7/8/9 input is included in the command.
  • Gun Flame Feint is now affected by dash momentum.
  • Dragon Install Gun Flame is now affected by dash momentum.
  • Dragon Install Ground Viper: the flames caused by Sol’s travel will always knock the opponent toward Sol.

KY KISKE

  • 6HS changed to a new move.
  • If 5D is YRC’d before the hitbox manifests, the attack will still appear as a mid projectile.
  • The Stun Edge projectile no longer fluctuates in size as it travels.

MAY

  • 6P retains upper body invincibility while charging.
  • May recovers airborne after Overhead Kiss.
  • Window for canceling Dolphin Ride into normal has been increased.

MILLIA RAGE

  • jH changed to a new move.
  • Input reception buffer on roll follow-ups increased.
  • Digitalis startup faster, untech time increased.
  • pin motion and untech time changed.
  • H pin added, motion is j214H.
  • Bad Moon gains additional properties when done above a certain height.
  • Secret garden hitbox appears later.
  • Chroming Roses disappear on hit.

ZATO=1

  • jD CH made to only wall-stick at stage corner, CH untech time shortened.
  • Invite Hell proximity guard range reduced.
  • Shadow Gallery first hit knocks back lower, second hit wall bounces.
  • Shadow Gallery creates a puddle on startup.
  • Break the Law creates a puddle.
  • Shadow Puddle (summon > HS) creates a puddle.
  • Great White is now possible without Eddie having to be summoned, knockback direction changed.

POTEMKIN

  • Crouching animation changed, hitbox lowered.
  • Crouching guard animation changed, hitbox lowered.
  • Air throw untech time increased.
  • Heat Knuckle attack priority increased, knocks back higher.
  • FDB (flick) can now be held down and released as a charge version. For the charged version, releasing the button will create a hitbox that reflects both projectiles AND attacks.
  • Trishula input has been changed to 214K.

CHIPP ZANUFF

  • Wall cling cancel from special move occurs automatically if button is held after the special move input.
  • Opponent flies farther after Shinkirou CH.
  • Shinkirou now receives dash momentum.
  • Ground alpha now receives dash momentum.
  • Alpha plus ch effect changed to ground tumble.
  • Shuriken damage increased NINEFOLD (ed. note — this means it went from doing 1 damage to 9)

FAUST

  • Hitting enemy projectiles with the bat reflects them, not as themselves but as a unique projectile (Faust turns the enemy projectile into a baseball).
  • Some of Faust’s items now have jackpot effects. (ed. note — they have a chance to turn into a much better item.)

AXL LOW

  • 5P and 5H have bigger cancel windows.
  • Aerial version of 6K and 2S.
  • If Sparrowhawk Stance attack is blocked, can’t cancel into another.
  • Major changes to Sparrowhawk’s startup, hitboxes, and hurtboxes.
  • If Axl doesn’t attack for a while in stance, Sparrowhawk becomes unblockable.

VENOM

  • Stinger Aim will backspin balls if 2 is held after the command. Otherwise, it will topspin.
  • Carcass Raid will backspin balls if 4 is held after the command. Otherwise, it will topspin.
  • Red Hail faster, arc changed.
  • 2HS is completely new.

SLAYER

  • Changed the timing of when 2S’s hitbox changes. Hitbox improved during active frames.
  • The next special move performed for a certain time after landing command grab will always be a counter hit.

I-NO

  • Angled hoverdash (3 during hoverdash) moves on a different angle.
  • fS can be YRC’d and the hitbox of the chord will still manifest.
  • 6H(2) has a vacuum effect on air hit.
  • 5D can be YRC’d and the hitbox of the sound will still manifest. This projectile will not be an overhead.
  • jH is no longer CH state recovery.
  • Sterilization Method no longer has a throw hitbox behind Ino.

BEDMAN

  • Forward dash counter window shortened, overall duration also shortened. Speed increased.
  • Hurtbox during the later frames of backdash increased.
  • Crouching guard hurtbox size decreased.
  • 2H and 3H now cause a normal hit effect on ground normal hit (no more float. 1H is not mentioned.)
  • 6H replaced with a new move.
  • jP hurtbox increased.
  • Follow up is possible after RCing air grab.
  • Deja Vu can be activated in the air.

RAMLETHAL VALENTINE

  • Martelli – New move. Command is 236S while S sword is equipped.
  • Forpelli – New move. Command is 236H while H sword is equipped. Can be done as a followup to Martelli.

SIN KISKE

  • Decreased backdash invulnerability.
  • No jump cancel on 6P but increased untech time.
  • You can regain more calorie gauge from eating by mashing HS.
  • Leap can now be canceled into specials while rising.

ELPHELT VALENTINE

  • Defense modifier slightly increased (she takes more damage).
  • 5H can be special canceled even during its followups.
  • 5H follow ups have had their attack level lowered, no knockdown.
  • jS hitbox reduced.
  • jH hitbox increased.
  • Shotgun H (uncharged) causes more pushback.
  • Rifle must be charged longer to become unblockable.

LEO WHITEFANG

  • 6P upper body invulerability has been removed.
  • 6P now has mid armor (unclear if this is super armor in the style of Potemkin’s Hammerfall, or guard point).
  • All gatling routes to 6P save from 5P and 2P removed.
  • Blowback effect on hit greatly increased.
  • Increased hurtbox on 5HS.

JOHNNY

  • Mist Finer during Baccus Sigh does some guaranteed damage even if FD’d (previously was all chip damage), also no pushback if blocked.
  • Zweihander’s attack level has been reduced.

JACK-O’

  • Level 1/2 servants can be killed in one hit.
  • Explosion cooldown reduced.
  • Servants are invincible during explosion countdown.

JAM KURADOBERI

  • Parry can now cancel into P follow up immediately.
  • Not inputting 6 before the input will make it come out at the normal timing.
  • Hyapposhinshou blowback effect stronger.
  • Renhoukyaku (puffball Overdrive) has increased throw invulnerability.

RAVEN

  • 6P is no longer jump cancelable.
  • 236HS now has a different number of hits based on excitement.
  • 236S has a different startup based on excitement level.

KUM HAEHYUN

  • 623K4 now has a more lenient input time; you can now slightly delay the 4 input and still get that version.
  • More blowback on 236K4 hit.

DIZZY

  • Hurtboxes on various normals have been decreased in size.
  • j.P and j.K now gatling into j.D.
  • 2S now floats on ground counterhit.
  • 2S sends opponents at a different angle on air hit.
  • Bubbles will now bounce off the boundaries of the stage.
  • 236S and 236H will not go off screen.
  • 421S and 421H have changed hitstop.
  • 421S and 421H have a larger hitbox.
  • 421S now rises faster after startup.
  • 421H has a higher attack level for the second spear.
  • Air S and H fish hitboxes come out faster.
  • D fish will now also track the opponent vertically when performing the follow-up attack.
  • Bugfix where Burst Imperial Ray did not always properly give burst meter.

Remember to treat this akin to a “PTR”–a Public Test Realm, like Blizzard does for its games–that allows the company to gather feedback and see how the changes go. It’s very likely that there will be a second one… and often, some of the changes get reverted to their original state.

Big, big thanks to the community members who got on translating the changes for the characters: Bears, Brett, breadsticks!, Fahadouken, and Pssych, with edits by Silva.

As usual, stay tuned to SRK as more information about the latest happenings in Guilty Gear come up!

To read about the changes yourself, here are the official REV 2 Character Move Lists and the REV 2 Patch Notes. For some screenshots of Baiken and Answer, check out our coverage of the latest Famitsu issue.

Sources: Translated Document: Bears, Brett, breadsticks!, Fahadouken, and Pssych; @GREATFERNMAN; @d2ftaxi; Arc System Works; English Move List images uploaded by @Shinjin and @Baf0