One-Player Games: Why Stealing Momentum and Control Are Important to Tag-Team Versus Games

With the announcement of Marvel vs. Capcom: Infinite, we have another entry into Capcom’s storied Marvel Versus series. This announcement, as well as the gameplay changes being implemented, has started a fair bit of conversation among both fans and non-fans about the chaotic–almost broken–nature of the series.

The Marvel Versus games are famous for the way player push their engines well beyond what the developers envisioned. Despite this, the games have remained popular and highly competitive: “Marvel never dies” is so common a war cry that it’s almost clichéd.

Why is this the case? The answer may lie in their tag-team nature, specifically the tag-team format that they use. During the creation of the original X-Men vs. Street Fighter, Capcom chose to use an elimination-style tag-team system. Why does this matter? Because elimination-style tag-team games are all about momentum and control, or more precisely, being able to steal these things.

Fighting the Slippery Slope

Since the game doesn’t end once one character has been eliminated, the system creates a slippery slope for the losing player, where they can end up having to fight in situations where one character on their last legs has to somehow fight against an entire team of 2 or 3 characters–who may still be at full or near-full life.

Situations like these wouldn’t make for compelling battles if the losing player had little chance of taking down an entire team. This is where the ability to steal momentum and control comes in. The “broken-ness” that makes the Marvel Versus games so chaotic is also what allows a skilled player to fight out of a 1-on-2 or 1-on-3 situation, and come out on top.

This is most evident in Marvel vs. Capcom 2, where many of the glitches and exploits found in the game actually made it much more competitive. The game’s oppressive reset-heavy nature (the term “vortex” actually originates from MvC2) combined with occasional one-touch kill combos meant that a skilled player could make a comeback off one or two good reads. Meanwhile, exploits such as the “double snap” glitch (that allowed a player to kill off an assist character, while the player character was forced off screen) offered even more ways to even the odds.

Meanwhile, Marvel vs. Capcom 3 and Ultimate Marvel vs. Capcom 3 tried to make this reversal of fortunes more accessible by giving every character access to big, near-character-killing damage, off of almost any hit confirm. This was combined with X-Factor, a mechanic that tended to favor the last remaining character of a team.

vanilla_mvc3_x-factor_spencer
X-Factor was an attempt to give everyone the ability to steal momentum and control.

The Marvel Versus games aren’t the only titles to do this. Other elimination-based tag-team games also try their best to implement this concept. Skullgirls–which borrows heavily from Marvel vs. Capcom 2–features similar reset-heavy gameplay, while also turning the “double snap” glitch from the latter into an actual feature.

Skullgirls
Skullgirls tries its best to refine what made MvC2 work.

Meanwhile, the Dead or Alive series has been one of the few titles that implement both singles and tag-team in the same game. For Dead or Alive 5 and its updates, Team NINJA combined the new game’s more combo-oriented nature with changes in the games physics in tag mode. Tag mode in DOA5 has lower gravity, allowing for longer combos.

Indeed, this philosophy can also be applied to non-tag games that do feature a team-elimination system, such as The King of Fighters and the Capcom vs. SNK games.

Meanwhile, certain other tag-team fighters, specifically the Tekken Tag series and Street Fighter X Tekken, try to work around the aforementioned slippery slope situations by simply removing the elimination factor, and thus requiring the players to take out only one character from a team to win.

Balance, Allowing the Best of Each Style

This emphasis on stealing momentum and control also applies to how these tag-team games are balanced. As we’ve seen multiple times in the Marvel Versus games, these games tend to allow the most powerful and oppressive expressions of certain playstyles, as these are best suited to steal control and momentum.

The application of this is easy enough to see in rushdown characters. By their very nature, rushdown characters are good at generating momentum and taking control–which is why they often take the point role in a team. Naturally then, these characters are also good at taking back momentum and control as well. That said, with other play styles also being given the “best of” treatment–being made stronger in response to rushdown’s naturally affinity for this–the style does need a little something extra.

In the Marvel Versus series, that something extra is freedom of movement. The series sees an amazing diversity of movement options, with multiple directional air dashes (including the vaunted 8 way air dash), fast teleports, free flight modes, and more. This is why characters such as MvC2’s Magneto or UMvC3’s Zero are top tiers. They have good mobility that compliments their rushdown games.

msp_mvc2
Arguably one of the best rushdown characters ever designed.

Zoning is a style that’s less straightforward when it comes to making it something that can steal momentum and control. Just keeping an opposing team at arms length slows momentum down, but doesn’t actually steal it. What these characters need is a way to capitalize on the mistakes that their opponents make in trying to get in.

The simplest example of this is MvC2’s Cable. When he has five stocks of meter, he can punish any mistake with multiple Air Hyper Viper Beams. Skullgirls has a similar thing, where Peacock can combo her Argus Agony beam into another one (if the player knows how). Of course, being able to punish with powerful supers isn’t the only way zoning characters can steal momentum. MvC2’s Storm, arguably the character most capable of running away in that game, can still easily take out and deal massive amounts of damage when she gets in on her opponent. Meanwhile, aside from her “bullet hell” fireball lockdown, Morrigan in UMvC3 can also deal a healthy chunk of damage if she gets a hit–which is why it took a player like EG|Chris G to popularize the bullet hell style.

morrigan_bullets
Her bullets can put you through hell–or outright kill you.

The latter example, Morrigan, also brings us to another interesting playstyle that is only really expressed fully in the Marvel Versus games–lockdown, also known as trapping. This playstyle uses either extreme zoning or rushdown to keep to keep an opponent blocking, “trapping” them so to speak, while punishing any attempts to get out. This play style is something that can only really be considered fair in a tag-team game–being able to lock an opponent down would be too much in a one-on-one fighter. While UMvC3’s  Morrigan/Dr. Doom core is the most recent example, it was in MvC2 that this style really shined with combinations such as Clockw0rk’s Strider/Dr. Doom, Duc Do’s Spiral/Sentinel, and even more that were capable of it.

strider_orbs_mvc2
Get hit, and you die. Block and you die, but much slower.

One thing to note, however, is that lockdown tends to work only with a combination of two specific characters. Stealing momentum and control here then comes more near the start and middle of a match, where both characters are still alive. When left alone without their partners, said characters are usually still able to steal control and momentum on their own, but usually through other means.

Now, having these powerful characters representing the very best of their playstyles sounds like the recipe for a broken game. But, the tag-team nature of these games means that each player has 2 or 3 characters on hand. A player cannot simply steal momentum and control once, and win the match outright.

What’s more debatable is how to maintain that momentum and control once taken. Are we allowed to maintain them easily and kill a character outright, or do we need to take some risks and perform resets, which also gives the other player the opportunity to steal them back? Marvel vs. Capcom 3 clearly favored the former, and some do criticize the game for not allowing the player being comboed the chance to play. Games like Marvel vs. Capcom 2 and Skullgirls however go for the latter, arguing that it allows for more interactivity, with the player being comboed still having to look for chances to get out.

Tag-Team Fighting For the Future

So, what does this all mean for us players? Well, by knowing this, we can all better come to grips with the design decisions seen not just in the Marvel Versus games, but in other tag-team games as well. It allows us to get a better understanding of what is truly fair or broken in these games.

More importantly, it also helps us in making better character and team selection decisions when approaching these games. Alongside the usual things we look for in a team, we need to look at whether the team or character we chose can allow us to steal momentum and control in those dire moments when we need to do so.

In addition to this, people working on their own tag-team fighting games can–and should–also take these concepts into account (and we as players should make sure they’re aware of it). By this, I’m not just referring to Marvel vs. Capcom: Infinite, but to any team that’s working on or planning to work on a tag-team fighting game, or even just planning to add a tag-team mode to their fighter. It’s all too easy to just add in the superficial parts of a tag-team fighting game without understanding how they work on a deeper level. For the sub-genre to continue to thrive, these concepts of momentum and control–and stealing them–cannot be ignored.

VesperArcade Asks if the Community Is Satisfied with Street Fighter V’s Current Input Delay; Capcom Has No Plans to Reduce It Further

One of the biggest topics throughout the young lifespan of Street Fighter V has been its increased amount of input delay as compared to Ultra Street Fighter IV. Initially sporting a whopping 8 frames of delay (versus Ultra’s mere 4 frames). Referencing an interview with Combofiend from EventHubs in December, Rosas said that:

There are no immediate plans to further reduce the input delay at this moment in time. I would like to point out, however, that with our most recent update to input delay a few months back, input delay was reduced to 6.5 frames. Players have mentioned that their experience has improved greatly since that update and that they react to everything in Street Fighter V that much easier.

Additionally, a test from Display Lag back in November revealed that SFV, as of the September update, weighed-in with 6.2 frames of lag vs. USFIV’s 4.3. Vesper wonders if having an extra 2 frames of input lag reduced should be a priority, particularly for the competitive scene with the 2017 Capcom Pro Tour Season right around the corner. However, some of the Season Two changes Capcom has implemented may actually be helping players out in this scenario: several long-ranged normals, such as Dhalsim’s limbs and Birdie’s mediums, have expanded hurtboxes, making them easier to whiff punish (even as they retract), as well as many of them also receiving reduced pushback. Overheads have also become more punishable, with the majority going from -4 to -6 on block, as well as V-Reversals being made slower–and thus easier to throw on reaction–along with several of them also becoming more negative on block and less advantageous on hit to remove offensive mixup opportunities from characters like Ryu and Ibuki. You can catch the video below.

Do you feel that this is something that needs to be addressed for the competitive future of the game, or do you feel Capcom should direct their efforts and priorities elsewhere, to improve other aspects of the game? Let us know your thoughts in the Comments section below!

Sources: VesperArcade; EventHubs

Shoryuken Review: Does the Qanba Dragon Soar or Sink?

There’s something instantly staggering about the Qanba Dragon. First impressions matter, and the Dragon makes one quite unlike any other. Appropriate to its namesake, Qanba’s entry into the premium tier of arcade sticks is a beast, weighing a whopping five kilos and measuring nearly 20 inches across.

Yet somehow, with a glossy black finish to go with a silver stick and black buttons, the Dragon still manages to look sleek and menacing, although you’ll have to be ready to regularly wipe fingerprints from the mirrored top panel. The red LEDs that flank the center control panel only reinforce that impression, even when they’re not actively on. And they can be tweaked to suit your needs with a variety of modes on offer, including a solid red light and flashing to reflect your inputs.

dragonreview3

Combine these factors with the solid weightiness of the Dragon and its braided USB cable, and there’s an undeniable air of quality to it. That weight also helps it feel comfortably stable on both tables and your lap, even when you’re churning a full circle input or buffering a super to catch a whiff.

Like its literary counterparts, this Dragon is built to last the ages.

More than the sum of its parts

To complement the excellent build quality of its body, Qanba have chosen to move away from their own brand of buttons and instead chosen to furnish the Dragon with a full set of Sanwa parts. All eight buttons on the face on the stick are Sanwa’s OBSF-30s, which are at this point the competitive standard for many players across the world. Glossy black is the name of the game here, and these buttons deliver.

dragonreview7

Likewise, the stick is the trusty old JLF, which may as well be renamed to “Old Faithful,” since for much of the FGC, it is the stick of choice. With a silver balltop giving a new look to the classic piece of equipment, it adds a bit of pop to an otherwise uniformly black top panel.

Another nice addition is the control panel in the center of the Dragon’s LED bar, which finds a home for a few seldom used buttons–like L3 and R3–and allows for simple and quick control over the LEDs. This is also where you will find the Share, Options and Home buttons. All are comfortably located and work as you might expect–though if you have big hands, you might find yourself pressing the wrong button by mistake in your hurry to share that awesome combo you just pulled off.

These parts are some of the best available, and in action the Dragon takes full advantage. Inputs are crisp and immediate, and though the sheer size of the Dragon can take some getting used to, once you find a comfortable position for your hands you can go ham to your hearts content. Don’t worry, the Dragon will keep up.

In the Dragon’s maw

dragonreview4

One of the nicest aspects of the Dragon is how friendly it is to modding. The top panel flips open, revealing a a set of Dragon scales and a clearly labelled and well-protected little box of goodies. The buttons and stick are protected by a plastic cover, which means that you’ll never dislodge your wiring by mistake, but it’s simple enough to take off.

That simplicity extends to your buttons and stick too – all the inner workings of the Dragon are wired with Quick Disconnects, which means that replacing a button–or subbing in a more colorful one–is as simple as unplugging the old one and plugging the new one in. No need to worry about soldering or rewiring.

dragonreview5

And since the Dragon is so large, there’s a bit of space leftover for all those useful little things you need when you’re out and about–like a copy of your favorite fighting game, or perhaps a small snack!

World warrior

Stepping back from all the excitement for a minute, it should be mentioned that this is likely not an ideal stick for the determined world warrior. The sheer size and weight of the Dragon means that it can be difficult to transport. It is too large to fit in the overhead compartment of an airplane, and most backpacks are likely to come up a little short.

Even if you do find a bag that can accommodate the Dragon, its bulk continues to be an issue. It’s likely to be bumped or knocked even when you’re keeping a close eye on it, and though the the excellent build quality means that it weathers the bumps admirably, it’s still not ideal on such a lovely bit of kit.

I speak from harsh experience here, having hauled the Dragon with me on my Christmas travels. As much as I enjoyed having the Dragon with me, and used it to good effect while visiting friends and family, carrying it around was a tiring and consistently awkward task.

And the Dragon’s weight can wear out more than just your shoulders–the duffel bag that I used to carry it across the country eventually fell victim too; the shoulder strap snapped, and the carry handles ended their journeys considerably worse for wear.

This certainly isn’t a dealbreaker, but it’s something you should keep in mind, especially if you plan to make a splash on next year’s CPT.

More like a chameleon

If you do plan to travel for your game of choice, the Dragon does an excellent job of adapting to your platform of choice, with options to play on PlayStation 4, PlayStation 3, and PC. Changing platforms is as simple as flicking a switch, and the Dragon performed well on each. In fact, it is one of the most PC-friendly sticks I have come across, and was ready to play on less than a minute after it was first plugged in.

dragonreview2

You can also use the Dragon for more than just fighting games, if you wish. There is a slider that switches the stick’s inputs from that of a directional pad to either the left or right analog stick, depending on what you need.

The Dragon, a treasure

In the end, it’s simple. Qanba set out to deliver a premium product, and they have done just that. Sizable, weighty, and furnished with the best quality parts, the Dragon is a superb piece of kit. It has a hefty price tag, but the quality of the Dragon and the sheer pleasure of playing on it goes a long way towards making it feel worthwhile.

For the rest, time is going to be the great test. At $300 USD, the Dragon should be the only stick you need for a good while. Even if you play with a heavy hand, the ease of replacing the Sanwa parts should limit your costs to top ups over the years–as long as the case is as well constructed as it appears to be–for the initial impressions at least, are excellent.

So the question is, does the Dragon soar, or does it waddle? For my money at least, it wouldn’t be out of place in a Dragon’s hoard. It’s a truly excellent, high-quality arcade stick, and I doubt it will be long before we start seeing our favorite players wielding Dragons in battle–as long as they don’t have to travel too far to do so!

Mark “MarkMan” Julio is Now Justin Wong’s Manager

As many of you already know, Justin Wong has left the Evil Geniuses esports team to be a free agent. However, just because he’s a free agent doesn’t mean he’s going to be handling things on his own when it comes to the business end of all things esports! Mark “MarkMan” Julio and Justin Wong have announced that the former will now be Justin’s manager.

With all he’s already accomplished, MarkMan is likely the perfect choice to manage a free agent like Justin. Since he left MadCatz early last year, Mark has accomplished a lot: becoming the community advisor for Tekken, the FGC consultant for Razer, as well as handling business development for Evo, the latter of which has in part led to the confirmation of Evo Japan next year.

We here are Shoryuken look forward to what Mark and Justin can accomplish with this new relationship.

Sources: Justin Wong; MarkMan

 

Celebrate the Holidays with the BlazBlue: Central Fiction Tournament from Tokyo Button Mashers

In order to celebrate the Christmas holiday, Tokyo Button Mashers hosted a Blazblue: Central Fiction tournament, dubbed the “Blazblue Christmas Festa”. It featured several top players from the Land of the Rising Sun, including Ryussei, Minami, Goro, Dora, Tetsuwo, Kaqn, Yutta, Fumi and Ronnita, among others. Most interesting is that Saki forwent the usual selection of Nine The Phantom to bring out Mai Natsume, giving us a taste of what the currently-console-exclusive Blank Grimoire is capable of at the highest level of play. This is certainly a great event to watch for any fan of the series, featuring a large amount of character variety, amongst a bracket full of killers, and some of the best in the world.

You can catch the entirety of the streamed matches below, split up into two parts: the leadup to Top 4 and the Top 4 bracket, with timestamps included, courtesy of Mdesilva, below. You can catch the entire stream archive over on Tokyo Button Mashers.

Sources: Mdesilva; Tokyo Button Mashers (Twitch)

Gato Ray Wants to Welcome You to 2017 with This Special Shun’ei Combo in The King of Fighters XIV

Start your new year of fighting with this “triple fortune!”

The King of Fighters XIV started strong in 2016, and shows no sign of slipping in the New Year thanks to SNK’s continued support and a dedicated fanbase.

To celebrate the arrival of 2017, YouTuber and The King of Fighters XIV combo machine Gato Ray posted this special combo performed with Shun’ei; pay attention to the damage meter, as the number “888” is the key here–it’s the lucky number to kick off another great year for fighting games!

Source: Gato Ray

Evil Geniuses to Lose Momochi, ChocoBlanka and Justin Wong; NYChrisG to Join the Team

In a New Year’s Day message via their official Twitter, Evil Geniuses’ manager Peter “ppd” Dager has announced a massive roster shake-up for 2017, mainly involving EG’s fighting game division. While Eduardo “PR Balrog” Pérez already announced his move into free agency, Dager reveals that Justin Wong, Yusuke “Momochi” Momochi and his spouse Yuko “ChocoBlanka” Momochi are set to depart from the organization.

Dager did reveal that new players will be joining EG in 2017, with their first new signing being Christopher “NYChrisG” Gonzalez. ChrisG famously won Evo 2016 in Ultimate Marvel vs. Capcom 3, and has been making massive strides in Street Fighter V in the past year. With Marvel vs. Capcom: Infinite being on the horizon, signing one of the gods of Marvel seems like a smart decision. Dager did also highlight that Super Smash Bros. Melee player Kevin “PPMD” Nanney will finally be returning to the scene in 2017, as his health seems to be slowly improving to a point where he can return to competition.

K-Brad has confirmed via Twitter that he is set to stay with Evil Geniuses in 2017 and based on her absence in Dager’s short video, it’s currently safe to assume the Ricki Ortiz will also stay with EG for the rest of this year.

Sources: EvilGeniuses; KBradJStorm

Five from V: Here’s Some of Street Fighter V’s Biggest Competitive Moments in 2016

Just a slice of a year of hype.

To celebrate Street Fighter V’s first year in the competitive spotlight, YouTuber Jacked23 has compiled their picks for the game’s five biggest moments in 2016. Check ’em out in the video below:

  • #5: Tokido defeats RZR|Infiltration at CEO 2016
  • #4: Infiltration’s elimination from Capcom Cup 2016 by Mago
  • #3: Tokido’s elimination from Capcom Cup 2016 by GAM|DR Ray
  • #2: RB’s Urien at Red Bull Battle Grounds
  • #1: Liquid|NuckleDu defeats EG|Ricki Ortiz and wins Capcom Cup 2016

Agree or disagree with Jack’s picks? Sound off in the comments below!

Source: Jacked23

The SRK Rollback: Best of 2016 — The Year in Review

Welcome to a special Rollback: usually a frame-by-frame look back at the past week’s most notable news and our favorite SRK articles, this time we look back over the entire year of 2016. Here’s our top 16 headlines and editorials on Shoryuken from 2016.


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

Frame 1:
sfv_ryu_opening_cinematic
Does Street Fighter V Still Need an Arcade Mode?

A controversial question that I still fall into the less-vocal minority on; while I still want to see Street Fighter V improve its single-player, casual-targeted content, I would be much happier to see that take new, innovative forms. So far, though–we haven’t really seen either result.

Frame 2:
nintendonx
Both Handheld and Stationary: The Nintendo Switch is Finally Revealed

Slightly amazing Nintendo kept as much about this contraption under wraps as they have, for this long. This console looks to be pretty much what the Wii U concept was supposed to be; it has a robust list of developers on board, so I look forward to hearing about what fighting titles–and others–will make it onto those tiny cartridges.

Frame 3:
fantasy-strike
Fantasy Strike Is Coming to PlayStation 4, Playable at the PlayStation Experience

The concept of low-execution-threshold fighters is one I hold interest in; this unusual upcoming fighter is proving divisive on both its visual and gameplay design choices. Check out our hands-on impressions and our interview with creator David Sirlin as well.

Frame 4:
evo2016-crowd
Street Fighter Doesn’t Need Saving, Because It Isn’t Dying

The title of Keegan “Interrobang?!” Spindler’s editorial says it all, in this appeal to sensibility–in the competitive sense at least, Street Fighter is bigger and better than ever. I look forward to new heights of hype in 2017.

Frame 5:
capcom_cup_2016_winner_nuckledu_espn
The First Street Fighter V Capcom Cup Champion is USA’s NuckleDu

After an unprecendented all-American Grand Finals against Evil Geniuses’ Ricki Ortiz, Liquid|NuckleDu became not only the first Street Fighter V Capcom Cup champion, but the first American to win Capcom Cup.


Sam “Trilby” Foxall, Assistant Editor:

Frame 1:
injustice_2_batman_vs_flash_750Battle Defines Our Favorite Superheroes in the Injustice 2 Announcement Trailer

I thoroughly enjoyed the original Injustice, despite its character balance issues near the end of its life span. With NetherRealm doing a bang-up job with Mortal Kombat X, Injustice 2 should be the DC fighter we’ve always wanted.

Frame 2:
csx4-pluiaa5sb7The First-Ever Evo Japan Has Been Scheduled for January 2018

Evo heads to the birthplace of fighting games, with the announcement of Evo Japan for nearly a year from now. With the games list still shrouded in mystery, we on the SRK team can’t wait to tell you more about it!

Frame 3:
mvc-infiniteMarvel vs. Capcom Infinite Revealed at PlayStation Experience, and Ultimate Marvel vs. Capcom 3 Coming to PlayStation 4

Marvel lives! After multiple leaks, rumors and scuttlebutt from all four corners of the Internet, seeing MvC:I officially announced on the PSX stage was fantastic to see. With UMvC3 also getting a re-release, it’s truly time for Marvel.

Frame 4:
2gg-championship-series
2GGaming Announces the 2GG Championship Series for Super Smash Bros. for Wii U, Complete with $100,000 Prize Pool

2GGaming have been miracle workers for Smash 4 this year, putting on plenty of banner events with their Saga series. The fun will not stop in 2017, with the new Championship Series promising 12 new Sagas with a massive prize pot. Take notes, Nintendo.

Frame 5:
zero-sagaThe Curse Remains Unbroken at 2GGT: ZeRo Saga

After a year of upsets, breakouts and steadily mounting excitement, ZeRo Saga was a fantastic end to an awesome year for Smash 4. The Curse held, MKLeo was crowned victor and I cannot wait for what 2017 has in store.


Keegan “Interrobang!?” Spindler, Features Editor:

Frame 1:
nako_vs_chun_750Balancing Act: A Look at Street Fighter V and The King of Fighters XIV’s Opposing Balancing Philosophies

It’s always fascinating to look at the ways that a fighting game can be approached by both players and developers. d3v breaks down how much of a difference those design philosophies can make in one of my favorite articles of the year.

Frame 2:
Bayonetta4The Myth of Character ‘Honesty’

Here’s one for those of us who love using a good character, despite the haters. Trilby, SRK’s Assistant Editor himself, lets us know just why there is no such thing as a dishonest character.

Frame 3:
STREET FIGHTER V_20160705113206Street Fighter V’s September Update: What If This Had Been Street Fighter V at Launch?

This is one of my favorite articles this year not just because it highlights how improved an experience Street Fighter V has already become, but also how unacceptable a state it launched in. mushin pulls no punches, holding SFV accountable for all its problems, while still showing that there is definitely hope for continued improvement.

Frame 4:
blazblue-central-fiction-aug2016-screenshot7Is the ArcSys Cycle Hurting Its Community?

If you didn’t know about the ArcSys Cycle before, you do now. Woocash explains the problems with the current cycle of Guilty Gear and BlazBlue games from ArcSys, and does so with the sort of passion that is quite contagious. Here’s hoping that ArcSys are paying attention.

Frame 5:
Super Smash Bros. for Wii U Villager SwimTop Player Privilege and Tournament Logistics – Is Floating the Solution?

It may have died down quickly for now, but it’s tough to escape the feeling that the issue of floating top players though pools is one that may return again soon. This year, we saw plenty of upsets in titles across the map–who would have foreseen RZR|Infiltration and Tokido both going winless during the Capcom Cup, for example? Will they be enough to silence the crowd?


Final Frame:
infiltration downloadOur Evo 2016 Street Fighter V Winner is Infiltration

Even more than the epic battle that was Capcom Cup in Anaheim, Evolution 2016’s Street Fighter V finals at Mandalay Bay in Las Vegas suddenly rocketed the scale of what a fighting game event could look like way up–and the finale to this spectacle was champion RZR|Infiltration’s succinct reply to the question of how he managed to finally beat RZR|Fuudo in the Grand Final: “Download complete.”

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.

F.A.N.G Replays, New Meaty Setups, Balrog 50/50s and More Feature in This Final 2016 Street Fighter V S2 Roundup

What a tumultuous year it has been folks. Street Fighter V released, we had an explosive Pro Tour and a fresh faced champion has been crowned as the world’s best Street Fighter player. Just to cap off the year, we also had the release of Season Two, resulting in tons of balance changes and the return of a old favorite to the roster.

As the clocks begin to strike 12 around the world and 2017 looms, we’d thought we’d give you one last Season Two roundup for 2016. Give it a good look before you pop the champagne and set off the fireworks.

First, we have some online replays from one incredible F.A.N.G player. After a long absence from playing Ranked, RZR|Xian has finally graced the CFN with his presence and done the impossible, by making F.A.N.G look halfway decent. As is the way with any top player, XusesGB has compiled a montage of some of Xian’s best matches into one big compilation. Let’s hope Xian doesn’t give up the poison in 2017.

Next up, Doopliss has been on the hunt for more combos in Season Two. Finding fresh new links and some janky looking juggles, some of the Ken and Balrog stuff in this montage is very creative.

NurseLee has brought the meat for the New Year’s Eve party, finding some new meaty setups for both Ibuki and Cammy. As if these ladies could get any more tricksy in Season Two.

Mono has been in the lab, comparing what new poisons and toxins F.A.N.G has at his disposal in Season Two. In their desire to prepare some new concoctions, it seems that Capcom unfortunately got rid of some of F.A.N.G’s tools for this new season.

Laura has risen to become quite the threat in Season Two. To help people defend against the increasing number of Laura players, alb3530 has created a special video, showing off the hitboxes of all of Laura’s moves in slow motion. This should guide you on learning where to block those confounding EX Thunderclap mixups.

With Akuma running rampant in Season Two, dedicated players have been trying to discover how to exorcise this demon as fast as possible. Heading into the lab with Karin, ReikiKirei has found a 100% combo against Akuma, should the Akuma try to escape a combo with a Teleport on wakeup.

Continuing his in-depth Juri guide, marlonlonmilk has compiled a video showing off all of Juri’s new knockdown setups and meaties for Season Two. Changes to her normals and V-Skill cancels do allow for more creative setups following a knockdown, so get learning.

With the addition of Balrog’s new crouching medium kick in Season Two, the boxer now has a plethora of new 50/50 mixups which lead into eye-watering damage. When you combine this with his ability to cancel any of his specials into V-Trigger, Balrog is packing quite the punch. Apolo Loussalier has created a video, devoted to showing how Balrog’s new 50/50s work and just how much pain you can inflict with these setups.

And to finish off this last S2 roundup of the year, desk has created a new montage showing off Ken’s new tricks in Season Two. As with any desk video, expect some creative combos and edits as he juggles opponents round the screen with Ken’s flaming kicks.

So, all we have left to say is have a Happy New Year and see you all for more fighting game coverage in 2017!

Sources: XusesGB; Doopliss; NurseLee; Ricardo Roman; alb3530; ReikiKirei; marlonlonmilk; Apolo Loussalier; desk