Cheap Ass Gamer reports that Street Fighter fans can potentially save a few bucks during two PSN sales happening this week. The first is the “Co-Op Sale” in which Street Fighter V Deluxe is available for $53.99. The Deluxe edition comes with a season pass and an exclusive PS4 theme, and is originally priced at $89.99 . Anyone interested in picking up Pocket Fighter (as a PSone Classic) for the PS3 can scoop it up for $2.39, which is 60% off it’s original $ 5.99 listing, and PS Plus subscribers can get it further discounted to a lowly $1.59. Both of these sales end September 20th, so anyone looking to save should cash in before then!
As with many other fighting games, Southern California is one of the most dominant Smash regions in the whole of the US, fielding many of the world’s top players and creating one of the best places to compete and train in the world. However, SoCal can not be seen as just one area: it’s a hodge-podge of different counties, area codes and towns which make up one part of the massive state of California. In their quest to cover Smash scenes from all around the world, no matter how big or small, GosuJasu has chosen the 805 region of SoCal for its latest episode of its on-going Smash Scenes documentary.
Santa Barbara is now starting to gain ground in the badlands of SoCal, with the community becoming incredibly tight-knit and supportive, as seen in the video. With Melee in the area only growing in popularity, the 805 guys have a tough road ahead of them but from the passion and drive shown in the short interviews with their players, I’m sure they can make it big. Make sure to check out the previous episodes on Houston, Hawaii and South Korea Smash scenes too.
V-Reversals are an important tool that defending players can use to get out of pressure in Street Fighter V. As such, learning how to properly react to and punish them is an important thing that players need to learn in the game to keep up the offense.
Punishing V-Reversals however may be easier said than done, since players have to be actively looking out for them while attacking. Or do they? Taking inspiration from Razer’s Xian, KikoMasterRD has put together a couple of videos demonstrating some interesting option selects designed to punish V-Reversals.
The option selects demonstrated in the videos below both take advantage of the fact that V-Reversals cause a moment of screen freeze. Utilizing this, attacking characters can hide the input for a invincible reversal attack during while performing crouching light kicks as part of a blockstring.
Normally, crouching light kicks aren’t special cancelable so doing the move input won’t make them come out. However, when an opponent tries to V-Reversal during a frame trap sequence with this option select, the screen freeze causes the reversal to cancel out of the first crouching light kick, allowing it to punish the V-Reversal attempt.
The caveat with this is that the characters need to have an invincible reversal attack. This is fine for characters like Ryu, who’s medium punch Shoryuken is invincible, or Chun-Li, who can spend EX meter for an invincible EX Spinning Bird Kick. However, some characters don’t have these same tools. For these characters, players can instead buffer their Critical Art to punish the V-Reversal instead. This may actually be more effective as it discourages players from attempting V-Reversals when their opponent has full meter.
He is the Supreme Master of the Fist, the Mountain Breaker, the Satsui no Hado-wielding Demon: Akuma, known on the Japanese side of the Street Fighter franchise as Gouki. Since first appearing as a surprise boss in Super Street Fighter II Turbo, he’s become a central pillar in the game series’ storyline, and a popular choice of fighter for those that can master such a glass cannon. The Raging Demon alone is worth the effort, as few super finishes are as satisfying!
Taking a break from the usual tournament and replay footage, XusesGB has put together this look at Akuma as he has appeared in the various games in the Street Fighter series to date, starting with SSF2T of course, through the Street Fighter Alpha series, into the SFIII series, and many more… even appearances in Street Fighter X Mega Man and Asura’s Wrath!
Will Akuma join the cast of Street Fighter V? The video asks the question, but there is no answer–yet.
Michael “IFC Yipes” Mendoza is one of the most entertaining players on the planet. Whether he’s on commentary or actually playing a game, his fast-talking style is one that players and viewers alike can’t help but love.
Now, while he’s mostly know for his involvement in competitive Marvel vs. Capcom games, his latest guest appearance on the Jump-In podcast with Kim1234 also focused on other games, specifically Street Fighter V.
On Capcom’s current mainline fighter, Yipes addresses the criticism of it not being flashy and being stale. On this, he states that while it may not be as flashy as other games (certainly not as flashy as the Marvel Vs. games Yipes is associated with), the style of play that Street Fighter V encourages is more mentally engaging.
Of course, this being Yipes, he also talks a bit about Marvel vs. Capcom 3, as well as the rivalries within the fighting game community.
You can check all of these out in the video below and make sure to watch the latest episode of The Jump-In Podcast, where top EU commentator Logan Sama sits down with K-Brad to discuss all things Street Fighter V.
After his victory the previous weekend at East Coast Throwdown, Julio Fuentes of Team Echo Fox had an interview with FloKO about the event. Specifically, they talked about Grand Finals with Coin Up’s Ludovic, who beat him 3-0 to reset the bracket. While Julio Fuentes–a mainstay of the Ken Trinity–was unlikely to switch characters, he explained why he went back to Character Select in between sets.
Further on in the interview, they asked about his upcoming trip to Tokyo Game Show, where Fuentes announced that it would be a three week trip to Japan to train. Already doing well in making a name for himself on home turf, Fuentes is not satisfied with where he is in his skill level, and aims to further better his play with a trip to face the best of Japan.
Hit the link to FloKO for the full video interview.
In a pick up that was prophesied by many over social media, CEO 2016 champion, counterpick master and showman Jason “ANTi” Bates has been picked up by Immortals as their first Super Smash Bros. for Wii U player. This signing comes after ANTi’s short stint with Dream Team, which saw him leave the team after issues with his player salary not being paid on time.
Announcing ANTi as part of the Immortals team, Immortals CEO Noah Whinston stated that “ANTi comes to us as both a top-tier Smash player, and a genuine showman who has nothing but love and respect for his fans. We rarely see a player with such talent across the board, and we’re thrilled to welcome this natural fit into the fold.” Known for his hot takes on Twitter and his amazing CEO entrance, ANTi brings the hype both in and outside of Smash 4. Although he hasn’t been able to hit the heights of his CEO performance as of late, the combination of a shiny new sponsor and their support structure should hopefully have ANTi tearing up top 8s in no time. ANTi’s next tournament will be 2GGaming’s Abadango Saga on September 24th so watch out for him and his brand new jersey on the stage at the Esports Arena.
Street Fighter III: 3rd Strike is a game that is very near and dear to many people’s hearts. It is creeping up on two whole decades since SFIII hit arcades, but the game still being played to this day. Not all of us were around to feel the full impact of this game, so it’s up to the older players to strike up future conversations about how deep this game is, for the newgeneration!
Bringing the joy of 3rd Strike to those new players, YouTuber RakuraiMedia1 created this painstakingly meticulous guide on how to play Yun. He goes over everything, breaking down meter gain, combos, confirms, kara-cancels, the strengths and weaknesses of Genei-Jin, and situations that Yun doesn’t want to be in. There is so much packed into 16 minutes, but it’s all worth watching. Even if you don’t play the game or intend to–or play the game, but don’t play Yun–this video is definitely worth the watch for the simple fact of how cleanly crafted and informative this guide is.
With every new patch from Sony comes another hurdle for the FGC: with the reliance of many players on aftermarket circuitry to power our sticks–and console developers’ insistence on locking them out, we are often hit with things like 8-minute stick timeouts on the Sony PlayStation 4 after the console’s firmware updates, should we be using something like a Brook product.
Brook–a Taiwanese company with an excellent track record of converters and circuit boards–has always been on the ball to release updated firmware themselves to counteract the patches Sony puts into place. Today comes as no exception. Sony went big with the 4.00 firmware which adds functionality in preparation for PS4 Pro. Brook went equally big and released their firmware update within 3 hours of the Sony patch going live. This was done for a twofold reason–the Japan Cup tournament coming this weekend, and the fact that a large typhoon is expected to hit Taiwan by Wednesday or Thursday, leaving them with precious time to roll the update out. You can read their story about the update rollout on Brook’s Facebook page.
The team succeeded under the time crunch, and once again proves that they are the premiere aftermarket accessory manufacturer in this age. We wish them safety in the impending typhoon!
To download the updated firmware for your board or converter of choice, please visit Brook’s website and follow the instructions included in the zip file.
Masahiro Sakurai has, for a long time, been one of the most polarizing developers in fighting games. A famed producer of the Kirby franchise before producing the Super Smash Bros. series, Sakurai has possessed an ever-changing stance on competitive fighting games. From calling fighting games “too hard to get into,” to having to create a website explaining advanced nuances of the original Super Smash Bros. on the Nintendo 64, Sakurai’s original stance was to make Smash accessible, but competitive and flexible. He further developed Super Smash Bros. Melee in a way that would allow it to be played either casually or competitively.
Soon after, during development of Super Smash Bros. Brawl, Sakurai completely flip-flopped on his stance and went out of his way to make Brawl limited technically–and thus less competitive–as possible, even going so far as to implement the infamous randomized character tripping into the core mechanics. But seeing the differences between Super Smash Bros. Brawl and Super Smash Bros. for Wii U, one has to wonder: had his outlook again changed?
PushDustin from Smashboards and Soma from Source Gaming sat down for a podcast to discuss the possibility. Going over translations of interviews and writings of Sakurai from the last couple decades, they try to come up with the solution. They also try to understand how he came to his stance that caused the design choices in Super Smash Bros. Brawl.