Watch the East Coast’s Best Square Off in Super Street Fighter II Turbo in These 2 Old 2 Furious Tournament Matches

Super Street Fighter II Turbo still manages to draw the numbers out. With a dedicated community, there is always a massive fight to be had–and it brings in players both old and new.

One of the biggest series for older titles is 2 Old 2 Furious–hosted at Next Level in New York City–and it is one that draws out players in droves. Pulling players in from as far as Ontario, Canada this time around, the tournament had a great set of matches and an amazing top 8 featuring top players such as Echo Fox’s Justin Wong, Team Spooky’s Arturo Sanchez, Riz0ne, Hiro, and Tecmo Super Bowl to name a few. Want to catch up on the action? There’s over two hours of Super Turbo action from the event at your disposal.

Source: Team Spooky

The Injustice 2 Beta Is Now Open for Registration

The news just keeps on coming for Injustice 2 fans. Following the announcement of the game’s release date, a new cinematic trailer revealing several new characters, and the arrival of Darkseid as a pre-order bonus, Ed Boon’s latest Twitter hint–which is decidedly less cryptic than his usual teasers–implied earlier today that we’d be seeing a Beta test for Injustice 2 sometime in the near future.

You can view the tweet below, where Boon displays a picture of characters in the Greek alphabet, noting, “Don’t know why, but I can’t help feeling like something’s missing today….” Upon examination, the character absent from the photo is, of course, “beta.”

The mystery didn’t last long, as an Injustice 2 beta has now been officially announced:

If you want in on the test, head over the the beta site and register!

Back before the launch of the Mortal Kombat XL update, along with NRS’s new rollback-based netcode (which this title will be sporting from day 1), they held an “Enhanced Online Beta,” allowing players to try out the new netcode for themselves–as well as some of the character balance changes–before it was all released to the public. Injustice: Gods Among Us also received a demo version back in 2013, but its features were strictly offline.

What are your thoughts on this? Are you excited for the Injustice 2 beta? Do you hope they’ll take feedback on the netcode, and perhaps even character balance? Let us know in the Comments! Injustice 2 is set to be released on May 16th.

Source: noobde (Twitter)

Is Trying to Be Esports Going to Define the Way Tournaments Run in the Future?

If you read our recent article on the potential impact an esports mentality could have on the FGC, you might already know what to expect here. We’re continuing the conversation of exactly how much we’re changing as a community, but this time looking at the other end of the spectrum in the events we enjoy. Exactly what kind of effect is this large-scale growth and organization having on our events?

One change we’re already seeing comes in the form of bigger venues. We’re being seated in bigger stadiums than ever before, with sponsors paying more attention to our players and our tournaments. This leads to bigger pot bonuses, with organizers and players starting to get to the point where they’re able to make enough money to live on. This is the clearest change, being the one held up as the reason we should accept everything else that comes with esports. It’s a good reason, yes, but let’s think about some other potential long-term ramifications.

One recent development on the FGC esports circuit has been the rise of qualifying events. Qualifying events are easy to understand: you go to events A, B, and C, which gives you enough points to go to events X, Y, and Z. This has been happening at an increasing rate over the years. It has happened this year most notably with Capcom Cup and Red Bull Battle Grounds–where only the top-ranked players could compete–but it has also been occurring in games like Super Smash Bros. and Mortal Kombat.

On paper, there’s nothing wrong with a qualifying event. It simply ensures that the best of the best are competing, which is a good thing for spectators, and a good thing for players who make the cut. However, take a moment to think about what kind of message a qualifying event sends. This is an event that is exclusively attended by select players, where everyone else’s role is “spectator.” only. This scenario is fine for one or two events, but how many events do we want like this a year? Is one good? Five? Ten events? How many events throughout the year do you want to require you to place at pre-determined events, before you qualify? What is your limit?

With qualifiers, there comes the topic of players whose life situations/job availability dictate how many events they can attend a year. We saw recently how Juan “HungryBox” Debiedma, one of the top Melee players in the world, came to the point in his life where his job prevented him from attending specific events, leading him to quit his job in order to continue competing. Many players, no matter how good they are, have limited freedom in which events they can attend. If they are then obligated to attend specific events in order to earn qualifying points, they are severely limited in both which events they can attend, and the margin of error they have in their play if they want to qualify. Players who make every event can afford one or two sloppy plays, but a player who can make five tournaments a year certainly can’t.

Let’s step outside of the FGC for a quick moment, and look at qualifying events in other esports. In League of Legends, in order to compete on the largest stage in the world you need to first become noticed and sponsored by an established team. To get noticed, you usually need to place in the highest percentile of online rankings, which requires countless hours to climb the leaderboard, which is before even the hours of dedication needed to improve and adapt to each drastic season update. After which, you and your team compete against ten other teams in the region. Winning the Regional tournaments puts you in the Playoffs, and winning that tournament puts you in Worlds, where you compete against the winners of four other regions. This system can be sustained in League because the majority of the game is played online, but this is an example of how far qualifying events can go, and how they function in the world of esports outside FGC borders.

Back to the FGC: esports has also changed the tournament environment, and what was once known as the aesthetic of the FGC. The “no thuggery” clause that’s been added to our events is at times overbearing, but has done its part to create a healthier and more inviting environment. We’ve had moments of sexual harassment that before may have gone unnoticed or unpunished, but now are being treated very seriously. This is in addition to things like Smash Sisters, which sees a welcoming environment for women wanting to grow as players and enjoy their game of choice. These changes in making the environment more welcome are at times uncomfortable for those already enjoying the community, but the end result of more players, and a greater variety of players, is something no one can argue.

The next thing to look at is events choosing specifically to choose sides; namely siding with companies over fighting game fans. We could look at Project M–the Super Smash Bros. Brawl mod–for a perfect example of the power a company has and what happens when tournaments side with them: Nintendo outright forbids Project M from events they’re involved in, which, whether or not it is legally acceptable, means that a lot of people who enjoyed their game are denied it at certain venues.

There are also FGC-specific examples of tournaments favoring the newest games over what players already enjoy. The best example of this is Evo 2016, where both Pokkén Tournament and Tekken 7: Fated Retribution were announced as main games before either was released. Pokkén was released after the announcement and a few months before Evo, but US fans are still waiting for Tekken 7 on console. This is particularly noteworthy with Evo, due to the limited number of titles that event can run–meaning those slots could have been used for games that players were already playing.

The biggest effect this has comes from the spread to other events, where cherry-picking games is becoming a mainstay of our new esports FGC formula. It’s easier to provide setups and run a handful of games, and a bit of support from the bigger game’s parent company helps tips the scales in which game gets featured and promoted. A good example of this is CEO, which has splintered into 3 events: CEO, CEOtaku, and CEO Dreamland. CEO provides a large stage for all the biggest games, the ones with the most player and company support. After that, CEOtaku provides a separate venue for players who enjoy anime fighters, and then CEO Dreamland for players who enjoy Smash and similar “platform fighters” like Rivals of Aether and Brawlhalla.

Another thing that could go hand-in-hand with tournaments moving to optimize their events by featuring sponsored esports games for a sleeker experience, is eventually moving away from casual setups and BYOC areas. Most other esports don’t have casual setups for anyone to play, making us the anomaly in field. The fact that we’re unique in this makes it all the more important we make sure to keep a tight hold on what makes us distinct moving into the future.

The problem is, most of the things I’ve mentioned could make tournaments easier to run than our current model, making it an eventuality that would result in more manageable events for tournament organizers. As a thought experiment, let’s combine all of the issues I’ve talked about at once here, and imagine an event that runs as “esports” as possible. Let’s say an FGC-sports group appears and becomes the name of the game, the biggest series of events through the year. Their events have massive pot bonus to entice all the big players to attend, which would result in the rest of the community following and supporting the events as well. Each tournament in the series gives points which go into the big qualifying events in the back half of the year, meaning they don’t need to provide the amount of setups an FGC event normally would due to the lower turnout, and the limited number of games further simplifies the experience. No casual or BYOC areas ensure optimized use of space for vendors, both generating revenue and further reducing the need for organizers to pay for setups and excess stream stations. Both the event and the players get to the point where they’re removed from the general audience, and the causal players are treated like consumers rather than attendees.

This is the kind of thing we need to be careful of the most: an optimized experience designed to make money, one that thinks little of the casual audience. If you truly don’t believe that we would ever come to the point where we would ignore the casual audience at a tournament, just think about Street Fighter V; despite this game having what the community acknowledges as the worst launch in recent history, it still gets high accolades and was sponsored and supported due in large part to the esports-style Capcom Pro Tour. This is all while arguably ignoring the casual audience, in favor of appealing to esports; not even dedicated long-time fighting game players, but esports specifically. The fact is: we are headed in a very different direction than where we came from, and not enough people are thinking about of the long-term effects of this transition.

Combo Breaker Announced as Capcom Pro Tour 2017 Premier Event

Just after their early registration came to a close last night, the Combo Breaker team had a very exciting announcement to make for their Street Fighter V attendees: Combo Breaker will now be registered as a Premier Event in the Capcom Pro Tour’s schedule.

Capcom’s Pro Tour last year only had 6 Premier events, including Capcom Cup and Red Bull Battle Grounds, so this is quite the prestigious achievement for the Combo Breaker team. While this comes immediately after the early registration period comes to an end, the Rick Thiher assures us that the timing was merely coincidental:

Combo Breaker 2017 was already shaping up to be an amazing event, between their signature 24 hour venue, their Super Street Fighter II Turbo tournament with an arcade cabinet on the line, and their general good-standing with their fans, it definitely deserves the title of Premier Event.

Source: Capcom Fighters

Ultimate Marvel vs. Capcom 3’s Physical Limited Edition for PlayStation 4 and XBox One Coming March 7, Now Available for Pre-Order

We’ve known for a while now that a limited physical edition for the Ultimate Marvel vs. Capcom 3 re-release for PlayStation 4 and Xbox One was coming this Spring. Now we have an exact date, and more details on what this limited edition package contains, thanks to a new blog post over on Capcom-Unity.

In addition to a physical copy of UMvC3 for PlayStation 4 or XBox One, the limited edition will also include updated cover art and a new, exclusive comic. This all-new, 10-page comic features art from Marvel’s Sean Chen and Gerardo Sandoval, and tells the story of the Marvel and Capcom universes colliding.

For those interested, the physical limited edition of Ultimate Marvel vs. Capcom 3 for PlayStation 4 and XBox One is available for pre-order for $29.99 at both GameStop and EB Games.

Source: Capcom-Unity

Chun-Li Doesn’t Need Meter with This 473-Damage Crush Counter V-Trigger Combo in Street Fighter V

With the changes made to her in Season 2, we’ve seen something of a drop-off of players using Chun-Li. That said, despite the changes she’s still actually a dangerous character in the right hands.

One of the things that makes her dangerous is her damage output, especially with V-Trigger. This damage output is put fully on display with this optimized crush counter combo from Magikarp (using V-Trigger) that does a whopping 473 damage and 685 stun.

Now, while it is a corner-only combo, it’s still very practical since it mostly involves just juggling her opponent with standing roundhouse kicks. Additionally, since it ends with her Lightning Legs, it may be possible to tack on more damage at the end by cancelling it into her Critical Art.

 

Source: Magikarp via r/StreetFighter

GunFrame App Now Includes BlazBlue: Central Fiction Frame Data

How many frames exactly are those Es overheads? You haven’t played against a Taokaka player recently, how will you quickly digest her info before the match? And how much health does Tager have again?

If these or any number of other questions cross your mind regularly when delving into Arc System Works’ latest BlazBlue game, you’ll be better equipped for that local, regional, or major if have GunFrame on your phone or tablet. On it, you can view detailed data for every character in the cast of Central Fiction, from Amane to Valkenhayn. Every detail matters: their health, combo rate, jump startup, backdash properties, and of course, the breakdown of every move.

Similar in function to the other games available on the app, users can take personal notes on every match-up in the game. There are also a few visual customization options and purchasable themes.

The GunFrame app also includes Guilty Gear Xrd -REVELATOR- frame data, Guilty Gear XX Accent Core +R, and Under Night: In-Birth.

Surprise your friends by accurately remembering obscure frame data points after downloading GunFrame for free from the Google Play Store.

Source: Google Play Store

Breaking Down the New Injustice 2 Trailer: Who’s Restraining Superman, Which Robin was That, and What Are the Factions?

The latest Injustice 2 trailer was a very big reveal, announcing Poison Ivy to the cast while also giving us a peek at Brainiac and some major story elements. Similar trailers were given to us for the first Injustice game.

This breakdown video by TrueUnderDawgGaming looks more closely at different shots of the trailer, and what they could mean for the overall story. They cover things like the opening Superman shot, and how the Superman from this Injustice universe is actually immune to Kryptonite and Red Sun radiation, which makes it particularly interesting how he is actually being restrained.

One point glossed over is the shot with Batman and Robin. He suggests Robin is training with Batman, but their expressions and the looming Superman make it seem more like they are fighting than training, with Superman forcing them to fight, maybe. There is also the question of which Robin is in this shot: Dick Grayson, the Robin now usually known as Nightwing, was killed before the events of the first Injustice by Damien Wayne–Batman’s son–who takes up Nightwing’s mantle in that game.

This either means that Damien is now wearing a Robin costume–maybe he even gets a redemption and he is assisting Batman–or more likely, one of Batman’s other Robins has returned. Jason Todd was the Robin that was murdered by Joker and later resurrected, who operates as Red Hood, which would make an interesting story component–but it could also be Tim Drake. Tim does appear in the Arkham Asylum games with a similar hood as the Robin in the trailer, so he probably make the most sense. It could also be a new Robin, or one from another universe, or even a resurrected Dick Grayson, but Tim Drake is the strongest bet here.

Source: TrueUnderDawgGaming (YouTube); GameSpot (YouTube); ComicsAlliance

Alex Players: Beware This Midscreen Power Bomb Glitch against M. Bison in Street Fighter V

It’s a very specific instance in which M. Bison can unexpectedly punish you.

Seems there’s a fair number of strange glitches showing up in Season 2 of Street Fighter V; another one has surfaced for Alex that–while very situation-specific–could cost you the fight against an M. Bison.

Ominous_ breaks down this instance in which, following a Power Bomb, a standing heavy kick will miss completely on a crouching and blocking M. Bison–seemingly due to some change in the dictator’s hitbox. It only happens on M. Bison, only following a Power Bomb, and only at midscreen–the st.HK connects in the corner. Check the video below, and keep an eye out, as the “whiffed” st.HK opens Alex up to serious punishment.

Source: Ominous _

Angel Has an Amazing Guard Crush Reset in King of Fighters XIV

The King of Fighters has been known to have absolutely nasty combos in the most recent iterations, off of very simple hit confirms. The biggest and most brutal combos usually come from your later characters, as often the opening characters tend to act as batteries for the rest of your team, to charge up meter to work with in later rounds.

But it looks like there’s a case to be made for Angel to not be a “battery character” in this game. She has a strong setup off of a hit confirm into Max Mode. With the first part dealing 288 damage midscreen, a reset out of max mode and into guard crush can do an addition 382 damage into the corner for a grand total of 670 damage with the reset.

Source: Paul Guzman