Urien Continues to Rule Street Fighter V in This Combo and Gameplay Roundup

Amidst security concerns and Survival Mode glitches, the September update has delivered Urien fully into Street Fighter V’s world; is the Vice President ready to rule? Check out these videos and judge for yourself!

VesperArcade offers this guide to some basic Urien combos to start your training for world domination:

Apolo Loussalier created their own “Illuminati Fighting Guide” for the Secret Society’s VP, offering a variety of Urien tools:

Doopliss urges you to “Get Dangerous!” in this Urien combo compilation:

Check out these anti-airs, V-trigger combos, and counter-hit/crush counter setups from mickdo8640:

Here’s some beachside combo smackdown from HurtboxTV:

Dr. Fatbody has a number of new Urien-based videos, including applications of the EX headbutt, and some meaty setups:

Xuses has been busy uploading Urien online matches from prominent players. Have a look at what Secret|Poongko, Gootecks, and Tempo|NYChrisG are capable of in these fights:

Lastly, desk is hardly finished with Urien–here’s a look at what may be the most difficult-to-perform Urien combo yet known:

Have a look at our day 1 roundup of Urien tech, or what else desk has been up to with him as well. Thanks to everyone that sent in Urien tips!

Sources: VesperArcade; Apolo Loussalier; Doopliss; mickdo8640; HurtboxTV; Dr.fatbody; XusesGB; desk

Rumble in the Tundra, Buffalo’s Annual Major, to Play Host to Big Names and Pot Bonuses This Weekend

Brian “Cha Cha” Stone–upstate New York’s premiere tournament organizer–is in the throes of getting everything prepared for Rumble in the Tundra, Buffalo’s annual major. And with the two-day event scheduled to take place this weekend, it is shaping up to be quite the draw.

While the anime players will be converging on CEOtaku in Orlando, and Street Fighter V heads will want to head to ESL’s Brooklyn Beatdown this weekend, Rumble in the Tundra will still feature more than enough action for you to want to be watching. Already promised is a $1000 pot bonus for The King of Fighters XIV, as well as a $500 pot bonus for Guilty Gear Xrd -REVELATOR-. They further have $300 pot bonuses for Super Smash Bros. Melee and Super Smash Bros. for Wii U, and $250 pot bonuses for Street Fighter V, Tekken Tag Tournament 2, Mortal Kombat XL, and Pokkén Tournament.

To top this all off, there will be a multitude of high level King of Fighters veterans making the trek to the East coast to the event, including the West coast’s best players such as Romance, Luis Cha, Kanibalito and TC|Yoshi. That’s not to say that the East coast will just lay down to the West coast, as they will be sending Coach Steve and A3 Religion to defend the Atlantic.

Taking place on October 1st or 2nd with four separate streams, this is the perfect tournament to pay attention to. Streams for The King of Fighters XIV and Pokkén will take place on Kick-Punch-Block’s Twitch channel; Toronto Top Tiers will be covering Street Fighter V and Ultimate Marvel vs. Capcom 3; NeoRussell will be hosting Guilty Gear, Tekken, and Mortal Kombat; and Bifuteki will be running both Smash events. Further, should you want to take part in the event, there will be emergency $40 passes available at the venue–in which you’ll be entered into the “pools of death” for the games you register for.

Sources: Brian Stone (Facebook); smash.gg

Big Names, Big Bonuses: Get Ready for Canada Cup 2016 with These Hype New Trailers

Lap Chi Duong and his crew behind Canada Cup have always tried their best to put on a great show every year. This year’s incarnation of the event looks to be no different, with a stacked lineup making it arguably the biggest Canada Cup yet.

As one of the last Capcom Pro Tour Premier events in this years calendar, the Street Fighter V tournament has attracted some big names including BST|Daigo, MJS.YD|Haitani, RB|Luffy, Liquid|Nuckle Du, EG|Justin Wong, EG|PR Balrog, EG|K-Brad, and EG|Ricki Ortiz.

However, Street Fighter V isn’t the only tournament getting big names. Liquid|HungryBox, Alliance|Armada, C9|Mango, and FOX|Mew2King will be competing in Super Smash Bros. Melee. Meanwhile, Mattsun, Shogatsu, and Kusumondo will be flying over from Japan to compete in Super Street Fighter II Turbo against North American players such as El Trouble, Jimmy Bones, Rizone, Miller Time, and of course, Justin Wong.

Part of the reason these big names are coming to Canada Cup is due to the generous prize pool bonuses; Street Fighter V alone has a bonus of $15,000. Meanwhile, Canada Cup Gaming will add a $500 prize pool bonus to each game for every 50 players that join in that game. Finally, the Tekken 7 tournament will have a $3,000 prize pool bonus courtesy of Bandai Namco, but it’ll also be free to enter.

 

With all this and more, Canada Cup is bound to bring tons of hype once again. You can get a taste of that hype in this recently released trailer for the event.

In addition to this, they’ve also released trailers for the Super Smash Bros. Melee and Super Street Fighter II Turbo tournaments.

Canada Cup 2016 takes place on October 28 to 30 at Toronto, Ontario, Canada.

Sources: Canada Cup Gaming; 613Smash; Atari FGC

VesperArcade Warns of Street Fighter V’s New Survival Mode Bug

The Street Fighter V September update reduced many players’ motivation to fire up Survival Mode, by making the coveted costume colors unlockable by spending Fight Money (or real money); but there still remain the rewards of XP and Fight Money for slogging through the reviled mode. However, you might want to hold off trying to get those rewards from Survival for a little while.

VesperArcade reports that on both PC and PlayStation 4, a glitch has surfaced in Survival Mode (Normal difficulty and above) that–logged into the server or not–that prevents a player from receiving rewards for the mode’s completion. As if Survival Mode could get get any worse–be warned that some real frustration might be in store for you at the end if you try to earn that extra Fight Money right now.

Source: VesperArcade

Last Stock Legends Recount the History of the Wombo Combo in Their Latest Documentary Episode

The Wombo Combo has been enshrined in esports history now, expanding out from the initial legendary Super Smash Bros. Melee combo, to being common parlance in MOBAs like League of Legends and DOTA 2. Yet, outside of the old school Melee community, it’s doubtful that many people know the history, the intentions and the players that were involved in this historic combo. To enlighten the world and flesh out the story surrounding one of Melee’s most influential clips on its seventh birthday, Last Stock Legends have devoted their latest documentary episode to the Wombo Combo.

From talking to the unfortunate recipient of the combo to discussing its legacy, Last Stock Legends spin out the intricacies of the Wombo Combo and show the myriad of factors that went into this now legendary exchange. While it may seem on the surface like a few seconds of spontaneous combo creativity, the Wombo Combo was a set play, designed to humiliate a certain player. Find out all of the details and the work that went into one of Melee’s first viral videos below.

Source: Last Stock Legends

Relive Some of the Moments from the Mortal Kombat XL Tournament at OzHadou Nationals 2016 with This New Video

While there’s a tendency to look at Mortal Kombat XL as a game that’s primarily played in the Western hemisphere, the game does have a competitive following in other places around the world. Case in point: Australia, where a heated Mortal Kombat XL tournament took place at OzHadou Nationals 14.

For those who missed it, or just want to relive the energy and the hype from the event, Pep has put together a short highlight video showcasing some great moments both on and off stream–in game and in real life–from the event.

For more from OzHadou Nationals 14, head on over to our coverage hub.

Source: Pepito Hong

Xuses Brings Us More Amazing Street Fighter V Comebacks

As we’ve said before, between the Variable Gauge and the removal of non-super chip KOs, Street Fighter V is well-built to enable players to turn a match around if they have the skill–and maybe more than a little luck. Comebacks like this are a joy to watch for everyone–well, maybe not the player that thought they were about to win, unless they’re a good sport about it.

Here’s a new video from XusesGB chock-full of such great comebacks. How quick the tables can turn!

You can check out Xuses’ prior collection of Street Fighter V comebacks here.

Source: XusesGB

Harness the Power of The Twins in Skullgirls 2nd Encore: A Filia/Fukua Combo Video

Between all of the Beta experiments that have been going on and the highly anticipated SG community focused CEOtaku tournament only days away, Skullgirls fans have had a lot to look forward to. Getting excited about their game inevitably leads content creators to make new tech videos or combo videos, and today we have the latter. While these combos are using some of the Fukua Beta changes–which may not end up being present in the final game–these are still really cool to see in action. This video features Filia taking advantage of the new move on Fukua as an assist.

Youtuber NanoNEVERMiND also made a complimentary video to this, featuring this time Fukua doing impressive combos using Filia as a supporting character.

Source: NanoNEVERMiND

Feel the Beat of Battle in This Rhythmic Street Fighter V Guide

When people discuss fundamentals in a fighting game, they often talk about mastering neutral, having good footsies and being able to react quickly to a situation. Very rarely do people cite being able to keep a beat as a part of becoming a good Street Fighter player.

In this video from NeverKnowsBest00, he discusses how by learning to recognize the rhythm of an opponent, like the time at which they may throw a fireball, it can help get through an enemy’s zoning. As he says in the video, rhythm manipulation is a key factor when playing a zoning character, so tapping into an opponent’s rhythm or actively changing up your attack timing to mess up your opponent keeping time is a useful mindgame to be aware of. It also useful to think of with blockstrings, when someone may purposely leave a pause in the “beat” of their string, in order to shimmy you or to catch you mashing a button.

By giving you a metronome to tune your mind to and some exercises to try out for yourself, NeverKnowsBest00 gives players a way of thinking of Street Fighter in terms of competing rhythms, and how to construct drills which will help you recognize and deal with people playing to a certain beat.

Source: NeverKnowsBest00

My Hands-On Experience with Tekken 7 at Wizard World Austin

Editor’s note: The views expressed in this article are solely those of the writer, and do not reflect Shoryuken.com as a whole.

Wizard World has been producing successful fan conventions for nearly a decade. I have to assume, then, that they are very good at it–but truthfully, I wouldn’t know. For me these things are usually too loud, too crowded, and too easy to get sick at. (Also, no one enjoys driving in downtown Austin, TX. No one. NO ONE.) Their recent partnership with Namco, however, has certainly drawn myself and others out of the woodwork. Who wants to try Tekken 7 early?

It turns out a lot of people did, from all across the country. No one was surprised to see RIP, or Sajam, or TastySteve–popular individuals who have been mainstays in the FGC for quite a while. But there were four pools worth of players there! MysticBill came from Louisiana. Another player I talked to was from New York. Needless to say, every major city of Texas had someone show up. It was a surprisingly full tournament for a game that’s not out, for a subgenre that’s not the most represented, or understood, in the US.

The Tekken Area was set up to the side of the main tournament stage, and was already full of people the moment I arrived. When I finally got to play the game that Friday afternoon, it was clear to see why: it looks great, and it’s fun.

Tekken 7 is a familiar experience for fans of the series and the genre as a whole. Though the days of “Bound” are over (the midpoint extension of combos in the previous two games), it’s replacement is not a big change. The new juggle system uses “Screw Attacks (SAs),” which is frankly just ‘Bound’ by another name. The system itself is as creative and loose as it was before, but the primary difference is that SA sends your opponent further away. In a weird sort of way, this makes combo enders that were previously very difficult (think: King’s instant Shining Wizard) now much more do-able for the mid-level Tekken Player.

Execution monsters may dislike this change, but it’s really a small detail in an otherwise very open, freeform system. The new damage/gravity scaling does tend to open up for a different type of execution now, as harder combos tend to involve mini-dashes in-between hits. Or, you may have to dash towards your SA’d opponent and hit them with a complex input move before the spinning animation from the SA ends. For example, the “high damage” and “correct” ender for the Kazumi combos seemed to be:

Combo Starter, Filler, SA!, dash, b,f+2,1,1+2

At least, according to the footage I had been watching prior to Wizard World.

Without time to play in training mode, though, the timing for forward dash into a back-forward input seemed a little tricky. Replacing it with Kazumi’s running 2 gave me decent damage and wall carry: a quick, on-the-fly option that would work for me now. And, likely, for the first time Kazumi player that just wants to jump online. As with any Tekken, you’ll start to use different optimal combos for damage, combos for wall carry, combos for wake up pressure… it’s really the same game we’ve been playing for a little while now, but polished and prettified with 2016 graphics.

Outside of this tweak to the combo system, it’s really a stone’s throw from anything Tekken has done in the past. The biggest selling points Namco will throw at you–slow-mo finishes! Supers! Rage Drives!–are largely cosmetic, or incredibly situation-specific. Slow-Mo finishes–when both players press a button when one person is in danger of dying–never failed to get gasps and laughter. The pop from the crowd was noticeable every time, in every match.

Supers–known as Rage Arts–are the odd inclusion in Tekken 7. These one-time activation attacks are likely the main attraction to the outside world, but I think in actual competitive play they will have limited use. Though all of them have startup and armor, they are all unsafe. You cannot use the Rage Art armor versus another Rage Art. You only get them when you are low on health, but since you take damage if you armor attacks, you can still die before the Rage Art comes out. Some are slow enough that you can “check” them with a jab and then block.

All in all, their primary purpose seems to be big whiff punishes, or (often times) needless gambles versus button presses. They can also be used to shut down mix-up up situations, i.e. Gigas’s Walk Mixup. Damage scaling makes comboing into them not always worth it. But! There’s an alternative to Rage Arts.

Rage Drives, which also consume your one-time super activation, don’t give the big damage of a Rage Art on their own, nor are they as flashy as their cinematic counterparts. They are, however, typically very good–many are safe, some are combo starters, some are even frame traps. A few can push you into the wall on block, forcing you to take chip damage. In the long run, it really feels like Rage Drives are the biggest defining “new” mechanic of Tekken 7. Seeing people commit to Rage Arts over Rage Drives will likely be a big indicator of how confident, or competent, that player is.

Movement feels close enough to TTT2 and T6 that I was able to run in without it feeling foreign. Stepping was perhaps a little weaker compared to TTT2, but I still had mostly no trouble getting around and stepping that-which-is-stepable. Backdash Canceling felt exactly the same. I don’t torture myself with sway characters so I can’t tell you if the “true” Korean Backdash is any easier or harder, but I pretty much always got the movement that I wanted, when I wanted it. If you didn’t learn BDC before, you’re still going to need to spend a little time with it.

The only other thing I can immediately think of that was “new” was the Power Crush system. Each character has at least one move that absorbs attacks during its armor frames, at the cost of health. It didn’t show up as often as I thought it would–likely because it’s new to everyone, and unlike Rage stuff the game never outlines what your Power Crush moves are. What I did pick up on was that, generally, if your Power Crush move hit high, it was safe on block. If it hit mid, it was unsafe, and in some cases wildly so. Katarina’s was launch punishable. Kazumi had two–a high, safe one, and a mid one that didn’t even turn into an attack unless you came into contact with the armor frames. I can see some of the high, safe ones being pretty annoying–Lucky Chloe’s really irritated me, unsurprisingly. The health drawback hurts it’s use a bit but it’s going to still be a big thing people will need to learn to deal with.

In short, if you like Tekken prior to this, I really see little reason for you to dislike Tekken 7. The new mechanics don’t drastically change most moments in the game, and currently work pretty well. Sadly, the version we ended up playing was Arcade Version C–pretty disappointing since D had just been announced a few days prior, with some pretty big changes. (For example, standardized backdash speeds and distances across the cast. Also, Rage triggers later in Version D–probably for the best.) Still, it’s a good sign that, as solid as the build we played was, they are still fine-tuning and perfecting the game itself.

Now let’s talk about the bad.

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TastySteve vs. JustFrameJames. Note the camera differences on each monitor.

Tekken 7, as it stands right now, is incorporating head-to-head setups that attempt to synchronize with each other. When you start to play, you are given the option of selecting the position you’d like to default to–Left or Right. Tekken 6 did something similar, as well, though it would still force both players to share one camera. In that game, sometimes you just didn’t get the side that you wanted. Now, each player maintains their own camera–so, for example, if both players choose to play on the left hand side, they will have different camera positions when they play to reflect that.

This asymmetrical camera preference is a not new invention for Namco, and it is not conceptually a bad thing. Pokkén did it. In hindsight, I have to wonder if some of the architecture was built upon Pokkén’s code. The problem comes with the “solution” to implementing this. Pokkén forced a bizarre 30 FPS lock on local games, putting tournament organizers through the nightmarish hell of getting 2 Wii U’s per setup just to play the game properly. Once in game, however, it works pretty much as expected.

Tekken’s cameras don’t.

On a much more frequent basis then ever should be acceptable, both cameras on both setups will simply freeze. You have likely already seen this. The camera stops, the characters stop, but “physics” continue, like the swaying of clothes or bursting particle effects. This phenomenon is caused by both cameras trying to sync. It’s almost always brief and probably preferable to lag, but one too many times I’ve seen this interrupt combos, prevent players from blocking reactable lows, etc. I am also convinced that this occurs more frequently on some stages then others. Dragon’s Nest seemed like the worst offender, stuttering right out of the gate the first time I played on it, then repeatedly sync-freezing for the next 5 seconds.

I probably shouldn’t speak on behalf of Namco, but I can’t imagine they will repeat the mistake of Pokkén’s LAN requirements. Thus, this shouldn’t be a problem for offline tournaments. If this camera syncing issue finds its way into the final build, though, I can already predict the frustration of online players. You already have to fight both your opponent and their connection speed, and that’s enough to send some gamers straight into the Salt Dimension. Having to fight problems caused by their camera preference too?

Well, only time will tell how that will work out.

There’s one other very small negative to note. While playing casuals, I broke Kasumi’s Tiger. Some strange stray hit from Lili traded with my 2+3 Tiger, resulting in the tiger’s model being stuck on screen in what was very likely the model’s default pose. These things happen in beta. My opponent and I laughed about it for a little bit, circled the tiger, and tried to interact with it with attacks. We couldn’t.

I summoned another Tiger and the stuck model went away. I’m sure this will get removed, or well, not. It didn’t stop me from throwing more tigers afterwards and the move is kind of garbage anyways, so it’s not that big of a deal. There’s plenty of time for Namco to polish that. And, honestly, I’d gladly keep the dumb-looking bug for the Tiger not being -30 on block. That’s wishful thinking, though. I can accept my tiger-less fate.

All in all, the hardest pill to swallow about Tekken 7 is the knowledge that I still have to wait for it. It’s beautiful, it’s familiar, it’s fun and exciting. Slow-Mo got a intense reaction out of every person I met over the weekend. People were sharing combos and strategies with a wide-eyed enthusiasm I had not seen for a 3D game in this city in… years, honestly. To be fair, many players were out-of-towners hungry for the prize, but I would like to think some of their excitement rubbed off on the Austin SFV Players this weekend. It was the only fighting game, from the time I came in to the time I left, that always had every casual station full. Namco has built tremendous momentum with Tekken 7. They just need to cross the finish line.

I still got sick, but I thought the trip was worth it.