Tokido’s Word on Akuma Coming to Street Fighter V: “Finally.”

Tokido drops the murderface to have a friendly post-Red Bull Battle Grounds chat with Matt Edwards of Capcom. Though he expresses a little frustration over coming in second to Liquid|NuckleDu, he compliments his fellow World Warrior on his knowledge of the Ryu-Guile matchup. He also has commendations for RB, who he says is “the best” Urien he’s come across and ANBU|Punk for making use of his experience playing online work for him in the tournament environment.

Most Street Fighter fans know Tokido for his play as the Raging Demon, but he voiced some recommendations he has for potential Ryu adjustments and whether his experience with the character can lead him to victory in the upcoming Capcom Cup. Going back and forth from Japanese to English, he had quite a bit to say, but when he was asked about what he thought about the Akuma reveal trailer he answered with only one word: “Finally.”

Check out Tokido’s full interview here:

Source: Capcom Fighters

The Beefy Smash Doods Discuss the Power of Faking a Ledge Trump in Super Smash Bros. for Wii U

Calm down everybody–not that kind of trump. With Smash 4’s changes to the ledge, where players can push other players off it in a process called “ledge trumping,” a whole meta has developed around whether to trump or not. In their quest to advance the Smash 4 meta, the Beefy Smash Doods have dedicated a whole video to the power of faking a ledge trump.

They outline two major ways to fake an edge trump, by either just dashing to the ledge and waiting for the opponent’s get up option, or by jumping off stage and then jumping back on to line up with their get up. The Beefy Smash Doods suggest dashing to the ledge to fake a trump, then doing a short hop back-air to cover both the roll and jump get up options. Quite a few characters can autocancel their back-airs, meaning that the back-air whiffs, you can then punish with your most damaging option. This short hop back-air does not cover a get up attack, but seeing as that is the most uncommon and slowest option off the ledge, you could just full hop to avoid most get up attacks.

You can also footstool a player jumping back on stage, which can force them to regrab the ledge. You can then punish the ledge regrab with a meteor or a down-tilt, seeing as the recovering player loses their ledge invincibility.

Source: Beefy Smash Doods

SSBM Tutorials Provides A Comprehensive Beginner’s Guide to Becoming a Super Smash Bros. Melee Player

You’ve watched tournaments, you’ve poured over frame data and you can recite lines from the Smash Brothers documentary by heart; now it’s time to start playing Super Smash Bros. Melee. However, unlike most fighting games, getting started with Melee take a little bit more set up time than something Street Fighter V or King of Fighters XIV. In order to instruct new players on what to get and where to get it, SSBM Tutorials has created a comprehensive beginner’s guide on how to begin your Melee career.

The guide first tackles getting all the kit needed to play Melee. If you want to go the old fashioned route, this means finding a physical copy of the game, a Gamecube or Wii to run it on, a CRT television to avoid input lag along with a Gamecube controller. If you are wanting to use an emulated version of Melee in order to play netplay, you’ll need a computer capable of running the Dolphin emulator and the Netplay build of Melee, alongside a Gamecube controller adapter.

Once the physical aspect of playing Melee is out of the way, the rest of the guide details how to pick a character, how to learn basic tech skill and where to look to improve as you are learning the basics. Seeing as they are called SSBM Tutorials, I’m sure they may have a few videos to help you out.

Source: SSBM Tutorials

Mock-Up for Full-Color Manual Shown for Skullgirls 2nd Encore’s Physical Release

If you haven’t heard, Lab Zero is accepting pre-orders for a limited release hard copy of Skullgirls 2nd Encore through Limited Run Games. Included in this version is a full-color manual, one that Lab Zero is giving us a glimpse at a little early. This artwork is subject to change, but it gives a decent idea of what’s to be expected when these copies ship.

Skullgirls manual

Over 6000 copies have already been pre-ordered as of this past Sunday, over 60% of what’s needed to add Japanese voices to the game, and the pre-orders end on the 14th. This version of the game will include lobbies, the final patch of the game, and new intro animations, in addition–of course–to the full color manual and OST, so purchasing this will give you the complete Skullgirls experience. Get it now, before it’s too late!

Update: today, looks like the pre-order numbers have hit an even higher benchmark:

Sources: Skullgirls; Limited Run Games (Twitter)

jmcrofts Reviews Street Fighter II: Hyper Fighting Mechanics, Offers Replay Analysis

Street Fighter II will never stop being a conversation topic, simply due to it’s status as our first taste of what we know today as a “fighting game.” While usually people looking back on Street Fighter II look back to Super Turbo, it–of course–wasn’t the only version to hit arcades or grace home consoles.

Today, jmcrofts takes a look back at one of the versions prior to ST, Hyper Fighting. This review is similar to the one he did for Vampire Savior, in that he breaks down the basics of the game before walking us through some replays to analyze what the game is all about.

Source: jmcrofts

Aksys Games’ Tournament “Anime Ascension” is Coming Back in February

The air-dasher scene in the West Coast is due for a treat this coming February. Aksys Games, the publisher of anime fighting games like BlazBlue: Central Fiction and Guilty Gear Xrd -REVELATOR- are hosting a sequel tournament to their event from earlier this year.

“After a low-key, but mostly successful first year, we’re back and bigger than ever!” states the new website for Anime Ascension. This time, it will be a two-day event, from February 18th until the 19th. Five games will grace the main stage:

  • BlazBlue: Central Fiction
  • Guilty Gear Xrd -REVELATOR-
  • Under Night In-Birth Exe:Late
  • The King of Fighters XIV
  • Dead or Alive 5: Last Round

Indeed, Atlus USA and Koei Tecmo America teamed up with Aksys to make The King of Fighters XIV and Dead or Alive 5: Last Round mainstage games. Furthermore, side tournament announcements are coming. Just like last year, the tournament takes place at the University of California Irvine Student Center Pacific Ballroom.

With a tweet, Aksys teases another announcement coming soon, which sounds likely to be about pot bonuses:

Sources: Aksys Games; Anime Ascension

Rommaler Breaks Down Ibuki’s Neutral Step by Step in This Mammoth Street Fighter V Tutorial

Known for her tricky V-Trigger setups and wild mix-ups, Ibuki’s more unpredictable tools don’t mean much if you cannot hold the neutral for very long. To teach Ibuki mains how to approach the neutral and play an effective footsie game with her, Rommaler has created a 40-minute tutorial, covering many of the aspects of Ibuki’s neutral game.

How to move around the stage, controlling space with pokes, knowing what are the best ways to whiff punish with Ibuki; all these things and more are covered by Rommaler in his tutorial, making it required viewing for anyone looking to main this teenage ninja. I’d even recommend having Training Mode open at the same time, in order to practice certain options Rommaler suggests you learn.

Source: Rommaler

Capcom May Remove Auto-Qualifier Spots in Next Year’s Capcom Pro Tour

One of the main criticisms about this year’s Capcom Pro Tour has been how confusing it has been, in terms of qualifying forthe Capcom Cup. Well, it seems that Capcom has been listening to the complaints, and we may get a much more simplified tour next year.

In a recent interview with PVP Live, Capcom’s Neidel “Haunts” Crisan talked about one major change that they are considering for next years Pro Tour–removing any auto-qualifying spots. According to haunts, if they implement this change, everyone will have to qualify through points alone. The only exceptions would be Regional Finals, the winners of which would still qualify for Capcom Cup. As part of this, Haunts stated that the potential format that they’re looking into would still allow for global and regional leaderboards.

Other changes that Capcom is looking into is reducing the number of events on the Pro Tour calendar and increasing the number of points acquired from online tournaments. On the former, Haunts stated that there were far too many events this year. As for the latter, they want to give more players the chance to compete.

Source: PVP Live

Safe Pressure: Street Fighter V Quick-Rise Setups for Every Character

A large aspect of playing a fighting game competitively is ensuring that your opponent has as few options to retaliate as possible. A lot of the best tech for various characters revolve around setting up a scenario that the opponent has to deal with, without any easy solution aside from blocking and guessing correctly. Safe jumps are just one example of this tech, and essentially set the opponent up to block an overhead while leaving the attacker free to block if the defender tries to reversal.

Here, we have YouTuber Corkscrew_Blow compiling a list of similar set-ups with every character. The video claims to contain safe jumps against all 3 frame reversals, but that’s not quite right; what you see are set-ups that appear to be overheads, meant instead to bait reversals. The calling card of a safe jump is forcing the opponent to block, but be safe on reversal–while these set-ups will whiff and not actually hit overhead. It’s a good tech video, nonetheless.

Source: Corkscrew_Blow

SSFC2016 Fights On with The King of Fighters ’98: Ultimate Match & Rumble Fish 2 Tournaments

The party that is Mikado Arcade’s “Super Street Fighter Carnival 2016” hasn’t lost any momentum. This two-month tournament series is home to high-level play in a dizzying amount of classic (and obscure!) arcade games. If you like that concept but not the games outlined below, don’t worry! There’s a lot of tournaments to choose from. 

Believe it or not, we’re near the end of this great series. Though there’s less then a month left of SSFC2016 games to be played, the matches aren’t any less exciting. For example:

The King of Fighters ’98: Ultimate Match is the re-balanced sequel to KOF ’98. What makes the Mikado series so interesting here, though, is that these are the same players we saw playing KOF ’98 last week! You really do get to see how teams and strategies evolved between the two games.

But hey. Maybe you’re wanting to see a stranger game get played at Mikado. Well…

Let’s talk about The Rumble Fish 2.

This 2D fighter is made by a little company called Dimps. That’s right, before they were employed by Capcom to make Street Fighter IV, Dimps was cutting their teeth on this odd gem. Rumble Fish 2 has a bevy of system mechanics and gauges, making it closer spiritually to air dashers then SFIV was. Air blocking, chain combos, wake-up rolls, air dodges… and this doesn’t even cover all the stuff you can do with meter! Rumble Fish 2 has been a game I’ve always enjoyed watching, and it’s really interesting to see where Dimps came from before they hit the big time.

As always, you can follow along Mikado’s upload schedule on YouTube, or try to catch them live on their UStream.

Source: Mikado