Snake Eyez Has Picked Up Akuma–See How He Fares in These Street Fighter V Online Matches

With the buffs that Zangief received in Street Fighter V Season Two, many expected Red Bull’s Darryl “Snake Eyez” Lewis to return to the character he became famous for in Street Fighter IV and Super Street Fighter II Turbo. However, it seems that he’s made the decision to go with a completely different character lately–Akuma.

Now, while he was mostly known for using Zangief, Snake Eyez did have a pocket Akuma in Ultra Street Fighter IV that he would occasionally bring out on stream.

For those interested in how Snake Eyez is taking to Street Fighter V Season Two’s Akuma, Game-Heure has put up a compilation of replays with him playing the character online. You can check the video for this below.

Source: Game-Heure

Snake Eyez Has Picked Up Akuma–See How He Fares in These Street Fighter V Online Matches

With the buffs that Zangief received in Street Fighter V Season Two, many expected Red Bull’s Darryl “Snake Eyez” Lewis to return to the character he became famous for in Street Fighter IV and Super Street Fighter II Turbo. However, it seems that he’s made the decision to go with a completely different character lately–Akuma.

Now, while he was mostly known for using Zangief, Snake Eyez did have a pocket Akuma in Ultra Street Fighter IV that he would occasionally bring out on stream.

For those interested in how Snake Eyez is taking to Street Fighter V Season Two’s Akuma, Game-Heure has put up a compilation of replays with him playing the character online. You can check the video for this below.

Source: Game-Heure

Captain Falcon Sets His Opponents’ Dreams Ablaze in This Super Smash Bros. Falcon Punch Compilation

In the world of Super Smash Bros., nothing is more satisfying than ending a match with a meticulously-timed Falcon Punch. Whether you are a competitive or casual player, all can agree that being on the receiving end of one of Smash’s most iconic moves is never where you want to be, especially if your damage percentage is high and you’re down to your last stock.

In his third compilation of this nature, GRsmash compiles 20 fatal Falcon Punches from Project M, Super Smash Bros. Melee and Smash 64 matches captured on various streams. Though not all 20 claimed stocks or ended matches, each one is pretty mind-boggling in its own respect.

Check out the video below and subscribe to GRsmash for more Super Smash Bros. compilations.

Source: GRsmash

Shoryuken Review: Razer Raiju Controller for PlayStation 4

Razer is restarting its controller offensive, with the release of the Razer Panthera arcade stick and the Razer Raiju controller. Designed for esports, the Raiju sports a $170 price tag–enough to make anyone think twice about trading in their trusty DualShock 4 or fight pad to something that costs as much as an arcade stick. Does the Razer Raiju’s pedigree and customization options make up for its ludicrous price? Let’s give it a thorough inspection, courtesy of Razer.

As with the Panthera, the Raiju ditches the old green-and-black styling of previous Razer products for the PlayStation 4’s blue-and-black color scheme. The blue is certainly easier on the eyes than the neon-green of older Razer peripherals and the actual Razer branding is subtle, limited to the logo embossed on the touch pad. The actual shape is almost identical to that of an Xbox One controller, if you ignore the customization bar at the bottom of the controller.

You’re certainly not going to get any remarks on the beautiful design of the Raiju, thanks to the bulky customization bar. However, the bright blue stick caps and back grips means that you won’t mistake it for someone else’s DualShock at a dimly-lit tournament venue.

razer-raiju-front-view

The blue styling is needed for visibility, as the Raiju does not have a lightbar–or any wireless functionality built into it. While most tournaments require controllers to be plugged in to avoid any connectivity issues, the lack of wireless is not ideal for playing at home, where you may already have a mess of wires coming out of your system.

The Raiju is very comfortable to hold for long play sessions, with the hair triggers and shallow face buttons requiring the slightest bit of force to activate. There is a satisfying click whenever you press a button, successfully emulating the feel of a mechanical keyboard. You can even lock the triggers in place, meaning that you only need to tap them gently rather than press them all the way down. While the additional back bumpers don’t get in the way, I was prone to accidentally hitting the additional triggers on the back of the Raiju in the heat of battle. Their placement is not fantastic, especially when it can lead to you dropping a combo due to an input flub.

Luckily, you can rebind the button mapping for the back triggers or remove them all together, if they are causing you trouble. The Raiju comes with a special screwdriver inside its carrying case to help you screw and unscrew the additional triggers. During my Street Fighter V testing, I had them set as dedicated V-Skill and V-Trigger buttons by mapping them to duplicate the button input of clicking in the analog sticks. You can remap the triggers to duplicate any button input on the Raiju, which is helpful if you want a dedicated trigger to help you tech throws, or pop X-Factor.

razer-raiju-bumpers
razer-raiju-back
razer-raiju-carry-case

Those silver triggers can become a nuisance, but they are easy to remove should you wish to.

If you’re someone who uses the analog stick to control your character in a fighting game, the Raiju has you covered. The sticks are durable, with special rubber stick caps to stop your thumbs slipping off during high-intensity sessions. Compared to the DualShock 4, where the rubber on the sticks seems to wear off within a few hours of play, the Raiju stayed firm even when the stick caps were removed.

While the sticks are definitely up-to-snuff, the Raiju’s D-Pad will be a polarizing feature for many. Unlike the vast majority of D-Pads out there, the Raiju’s D-Pad is not a single rocking pad; it’s made up of four separate buttons. As such, it is hard to hit down-forward, up-forward, and other inputs, making it problematic for playing fighters which require rolling inputs. Due to the angular nature of the D-Pad buttons, it is not an easy task to slide your thumb between different directions, making it needlessly difficult to perform simple inputs like dragon punches and quarter-circle-forward motions. However, if you are a charge character user, the stiff buttons and clicks from the D-Pad do make it easier to perform those direct back-forward, up-down inputs. For NetherRealm fighters, where inputs are focused more around the four cardinal directions, the separate buttons of the Raiju’s D-Pad may be beneficial, but it will require retraining your muscle memory.

While this may be more efficient for shooters, the lack of a singular connected D-Pad—a feature that has existed since the NES—makes the Raiju difficult to recommend for someone who mainly plays fighters with Street Fighter-style input rolls. If–like Liquid|NuckleDu–you play by switching between the analog stick and the D-Pad depending on your character, the Raiju may be for you, but dedicated pad players will find there is quite the learning curve switching to this D-Pad setup.

With all this in mind, the Raiju is a difficult one to give a solid recommendation for. While its tactility and customizable triggers are a bonus, its alternative D-Pad design and price tag are two massive black marks against it. It is a definite hard sell for dedicated pad players, as the non-rolling D-Pad does feel alien to use upon the first few hours of play. If you are a dyed-in-the-wool charge character user, you may find the mechanical D-Pad easier for guaranteeing cleaner charge motions. However, you could very easily buy multiple fight pads–like the HORI Fighting Commander–with the money it takes to buy a single Raiju.

If, like me, you do switch between the analog stick and the D-Pad depending on your situation, the Raiju may be worth your money at a lower price point. While its ergonomics are certainly a bonus, the $170 price tag is simply too much to gamble on.

Daniel “Tafokints” Lee Joins Cloud 9 as Mango’s New Super Smash Bros. Melee Coach

Following the lead of Team Liquid who appointed Captain Crunch as Hungrybox’s coach earlier this year, Cloud 9 has hired Super Smash Bros. Melee’s top statistician as Mango’s new coach. Daniel “Tafokints” Lee will be bringing his extensive stats knowledge and analyst experience to help coach Mango back to the top in 2017.

As well as this announcement, Cloud 9 has confirmed that their documentary series about Mango will return, starting in January 2017. These new episodes will center around tournaments from the latter half of this year like Evo 2016, The Big House 6 and more.

Tafokints will be sporting his brand new Cloud 9 jersey at Genesis 4 next month, so keep an eye on this dynamic duo at tournaments in the new year. Cloud 9 has even created a special announcement video to welcome Tafo to the C9 family. We could see more teams picking up coaches in the new year so stay tuned for more coach signings in 2017.

Source: Cloud 9

Learn to Apply Ibuki’s Set Play Game with DaFeetLee’s Updated Guide for Street Fighter V Season Two

Ibuki is arguably one of the characters that benefits from the removal of invincible meterless reversals in Street Fighter V’s second season. With this change, she can now much more easily apply pressure on scoring a knockdown.

With this in mind, it’s likely that more players will be looking to learn how to properly utilize her okizeme, and create some set play situations. For these players, Patrick “DaFeetLee” Lee has put together an extensive guide that teaches players the essential details that they need to know to get the most out of scoring a knockdown with her.

The guide contains detailed information for her set ups after specific knockdowns. This teaches players what exactly they can do, and how they can do it to get the most out of her. This includes season 2 specific changes, for those who may already be familiar with her set play in season one.

Interested players should follow this link to check out the guide.

Source: DaFeetLee

Izumojin Celebrates the Marvel Versus Series Roots with This Combo Video from Classic Games

With the announcement of Marvel vs. Capcom: Infinite–as well as the re-release of Ultimate Marvel vs. Capcom 3–a lot of folks are interested in the Marvel Vs. series as a whole again. Folks are happy that the series is getting a chance to continue in the current video game generation.

That said, the series has always been known for the creativity that the games have allowed. To celebrate this, well-known combo video creator Izumojin–with the help of Magnetro–has put together a new combo exhibition featuring the older games in the series. In the video below, Izumojin showcases combos for almost every game in the series so far, from Marvel vs. Capcom 2 all the way to series’ roots in X-Men: Children of the Atom, and even going through the much-maligned Marvel Super Heroes vs. Street Fighter.

Source: Izumojin

Become a Frame Data Master with This Killer Instinct Primer from FinchoMatic

One thing that trips a lot of novice players on their first steps into the world of fighting games is understanding frame data. When you hear phrases like “hit advantage,” “safe on block,” and “active frames” on top of seeing frame data charts, you can feel like you are being blinded with science as you are just getting to grips with the basics of play.

To help demystify frame data, especially for Killer Instinct players, FinchoMatic has created a handy guide which breaks down how to read and utilize frame data when learning a fighting game. Using KI’s extensive Training Mode, FinchoMatic goes through what startup, active and recovery frames are, how to determine what moves are safe or unsafe on block, as well as briefly describing what a frame trap and what counts as a punish. In Killer Instinct, there is even a special “Punishment” pop-up which tells the attacking player that they have been successful in punishing an opponent while they are recovering from an unsafe move.

This primer is fantastic for those just learning a fighting game, or even for veterans who need a bit of a refresher on some of the more technical jargon you’d read when trying to improve your game. FinchoMatic even includes a list of every character’s frame data in Killer Instinct, to help players memorize what is and isn’t safe on block.

Source: FinchoMatic

The SRK Rollback: Best of December 23-29, 2016

Welcome to the Rollback: a frame-by-frame look back at our past week’s most notable news–and our favorite SRK articles–from December 23 to December 29, 2016!


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

Frame 1:
evo2016-crowdStreet 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 2:
sfu12_cvra_story_cropShin Ryu Battles Oni in the Conclusion of Street Fighter Unlimited’s First Arc, from UDON

The first storyline in UDON Entertainment’s Street Fighter Unlimited comic series comes to a climactic conclusion with Ryu and Akuma facing off in the UDON-continuity versions of their ultimate forms.

Frame 3:
risingup_introRising Up: Akuma Bread and Butter Combo Guide — Punishes, Confirm Combos, Juggles, & More

Give in to the power of the Satsui no Hado with our own video guide from Bafael, and learn what you need to show your opponents how weak they truly are!


Sam “Trilby” Foxall, Assistant Editor:

Frame 1:
guilty-gear-xrd-venom-redThe Community Shows Its Love for a Newlywed Player via Guilty Gear Xrd -REVELATOR- Combo Videos

What a way to commemorate someone’s nuptials. To celebrate the wedding of Japanese Venom player 310, the Guilty Gear community created an assortment of special 310-damage combos for the occasion.

Frame 2:
kiwc-2017Killer Instinct World Cup Now Has a $30,000 Pot Bonus, Courtesy of the KI Ultra Tour

With the release of patch 3.6 for Killer Instinct, the stage is set for the KI World Cup in San Antonio, Texas next March. With $30,000 up for grabs, the finals will be a “killer.”

Frame 3:
umvc3-artEnterprising Fans Play Ultimate Marvel vs. Capcom 3 at the Rockefeller Center in New York

Just like life, Marvel always finds a way. Taking a setup all the way to the Rockfeller Center in central Manhattan, some dedicated Marvel players spread the joy of UMvC3 for passing shoppers. Let’s hope MvC:I can do the same a year from now!


Keegan “Interrobang!?” Spindler, Features Editor:

Frame 1:
gundam-versusBandai Namco Shows off First Gameplay Footage of Gundam Versus

Giant robots fighting. With swords. And cannons. Need I say more?

Frame 2:
supergirl-injustice-redesign
NetherRealm Studios Finally Shows Off More Footage of Injustice 2, via IGN First

2017 is shaping up to be a terrific year for fighters, and one we are expecting to lead the charge is Injustice 2. I loved the first installment despite its flaws, so I’m eating up every bit of info I can. The fact that this video is focused on newcomer Supergirl is icing on the cake.

Frame 3:
sfv_urien_scary
AceKingOffsuit Throws Down the Gauntlet for All Urien Mains Appearing on the Capcom Pro Tour in 2017

The FGC is no stranger to bounties, with a price being put on the bracket lives of players dominating their scenes. We seldom see a bounty being put out on a combo however, which makes this all a little more fun! The question is: do they need to taunt to get the bounty?


Extra Frame:
snk_750x400Yasuyuki Oda Confirms That SNK Is Working on Several Other Titles for 2017

SNK has been on fire this year, and now we get hints that there’s even more to come next year… we don’t know what we’re going to get yet, but I’ve got my fingers crossed for a new Samurai Shodown…


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.

Learn Better Guilty Gear Fundamentals from Machaboo in This Translated Guide

Maybe Machaboo’s name doesn’t carry the same weight as Daigo Umehara’s around the world, but the Evolution 2016 Guilty Gear Xrd -REVELATOR- champion is a household name in GG circles. While he not only dominates with Sin and Ky Kiske and a few other characters, he also frequently streams and teaches others how to get better at Guilty Gear.

Some of his guides have been floating around for a while, like on his eSports Runner page, or on the Godsgarden streams, but now there’s an English translation of his text that covers certain fundamentals. While some beginner knowledge of Guilty Gear is welcome, Machaboo’s guide to getting good at Guilty Gear covers a lot of theoretical thinking and approaches to improve neutral.

The guide starts by covering basic aspects, such as anti-airing, and a “three-structure” gameplay, which includes pre-emptively attacking opponents, punishing, or hitting them while they wait. The latter parts talk about decision-making while keeping resources in mind, how to cover your bases with various defensive tools, and how mindgames work with the opponent.

Originally translated from Japanese to Swedish by Shinjin and collaborators, the guide is available in English thanks to Zake.

Sources: eSports Runner; Guilty Gear Sweden; Shinjin; Zake