Behold Urien’s Reset Potential for Street Fighter V

We’re still waiting for a release date for the final member of Street Fighter V’s Season One DLC fighters, Urien; and while the fully playable version of the character is expected soon, players have had access to an earlier build of Urien as part of the General Story update. This of course has allowed intrepid PC modders to liberate Urien from our limited story mode access to explore what he’s capable of in more depth.

In the video below, Ultimacloud demonstrates the sort of nasty resets Urien is capable of, particularly through the use of his Aegis Reflector V-trigger. This gives us a good idea of the sort of scary shenanigans the rest of us can expect when he officially launches–but naturally, the final version Capcom eventually brings us might change slightly compared to what we see here.

Source: Ultimacloud

“I Hope to Show People that Hard Work Pays Off”: NerdJosh Talks with Red Bull about His Life of Gaming

TeamSpooky’s Josh “NerdJosh” Jodoin has long been a fixture within the fighting game community. From Marvel vs. Capcom 2, to winning Street Fighter X Tekken’s Cross Assault, to Guilty Gear Xrd, the man has played more titles competitively than we care to count. Red Bull, in their interview with NerdJosh, cites him as “one of the most knowledgeable players in the scene, and it’s not uncommon for him to dominate the early days of a title’s competitive life due to his ability to quickly learn and apply all levels of fighting game systems.”

With longevity in the scene, as well as being one of the most knowledgeable players out there, it’s no surprise to see him interviewed. Within the interview, he discusses his early years of play: “One day, a man in a Navy uniform taught me how to charge with Guile… This was the confidence I need to master all the moves in the game.” He further talks about what playing in each scene has taught him, as well as what it was like to win Cross Assault, stating “I couldn’t really believe that I had become some sort of personality in the community.”

For more of the interview, please hop over to Red Bull to read on.

Source: Red Bull eSports

Watch Goomy’s Samus Zoom Through the Air in This Technical Super Smash Bros. Melee Combo Video

14 years on after its original release, players are still discovering and innovating on new tech for Super Smash Bros. Melee. Whether it’s discovering new interactions, or mastering techniques that were once thought impossible to pull off consistently, Melee players are continuing to propel the metagame forward to new places.

One such player is Goomy, known for his mastery of the incredibly difficult Samus tech known as the aerial super wavedash. Already, the super wavedash is a frame-perfect technique which requires players to hit one direction on the 41st frame after Samus drops a bomb, before then hitting the opposite direction on the 42nd frame to make her slide across the stage, further than a normal wavedash. To do an aerial super wavedash or a ‘Goomy Zoomy’ as it is known, due to Goomy’s mastery of the technique, you have to do three frame perfect inputs instead of two and you must be positioned perfectly on the lip of a platform to cause Samus to zoom off in the desired direction.

Through constant practice and even modding his controller to ease the method of inputting the aerial super wavedash, Goomy has managed to integrate this taxing technique into his repertoire. What results is a Samus that goes super deep for edgeguards and looks flashy while doing it–slipping and sliding all over the stage to net some kills offstage. So far, no other Samus in the world has mastered this technique like Goomy has, making the combo video below a marvel to watch. Let’s hope more Samuses are inspired to learn the ways of the Goomy Zoomy after watching this video.

Sources: Goomy Smash; Smashboards

Interview with Benjamin “Vicio” Martinez, Absolute Battle 7’s King of Fighters XIV Champion

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

At Absolute Battle 7, the finals for King of Fighters XIV were tacked to the trail end of Saturday. The spectators in this darkened room were divided between two massive projectors: on one side of the room ran Street Fighter V’s scheduled exhibition matches. On the other side, another audience crowded around the last eight players in the first post-release KOFXIV major on US soil.

Even as a fan of SNK’s latest entry, it was hard to be salty about its time slot. The game was technically only three days old, which was easy to forget when you saw the level of play already being demonstrated. Many of the top 8 were familiar faces; dominate Texas-based KOFXIII players bringing their sharpened skills to a new game.

Wars waged, players dropped. The final two competitors standing were, perhaps, not a surprise to anyone there. There was accomplished FGC vet NerdJosh, who recently earned the affectionate moniker “BirdJosh” for playing the bird-wielding Nakoruru. His opponent was a name possibly less familiar to the FGC as a whole, but not to the KOF community: Benjamin “Vicio”  Martinez. Prior to this tournament, Vicio had already started working on building his KOFXIV credentials by finishing 2nd at Summer Jam’s pre-release event.

But let’s go back a bit: it was not the first time these two had met in this tournament. Up until their match in winners, NerdJosh looked indestructible, his finger seemingly on the pulse of KOFXIV’s early meta. But his ability to find “the good stuff” early in a game’s lifespan wasn’t enough to conquer an Orochinagi boy.

You really should see the set. If you don’t have time, at least consider this single moment. In their first encounter in the winner’s bracket, the very opening second of Round 3 said everything you needed to know about how dominate and brave Vicio’s play-style is.

I sat down with Ben on Sunday morning. While others were battling out to be crowned in other games, Ben was working on getting as many casual stations in the second game room converted to King Of Fighters as he could. He actually left at one point to get more monitors.

It wasn’t long until we were talking about that super. For me, it was the weekend-defining play, and I had to know what led him to risking a character like that.

Vicio: I saw her crouch. The moment I saw a little spark, I thought “That’s a special. My super’s invincible. I’m going to do it.”

[I could see him reliving the play with his fingers against the table.]

Crow_Spaceboy: [stammered] So… you were reacting to the QCF+C?

VI: Exactly.

CS: Wow. Really. So it wasn’t just a read, you just saw the move?

VI: I saw the move. I actually had already buffered it, saw her do the move, then just pressed the button. That’s all I needed to do.

The night before, his super placement looked like the sickest of reads to everyone in that room. Just now, when he claimed it was a reaction, I was stunned.

CS: Do you think that part of that was because you had been playing KOF at Summer Jam before the game came out? Or was it just your KOF experience overall?

VI: It’s a mixture of both, actually. At Summer Jam I also played against a Nakoruru. I think… I did it to that player too.

[He said this with the smallest smile.]

VI: It wasn’t round opening, but yeah. I look for that move thinking “If he does it right now, I’m going to super.”

I wanted to know what he thought about how people would react to KOF now that it was finally in people’s hands. Everyone knows the troubled start KOF had when it was first announced. But Vicio and I both know we didn’t drive to AB7 because of graphics.

VI: I think the more people see the game, the more people will get used to how it looks. It’s not animated poorly. It’s a scaffold, I guess you could say. They are not using the Unreal Engine or anything like that. They are using their own thing. Of course, right now, it’s not going to look as pristine like many other triple-A titles. We all know that graphics, yes, are important, but gameplay is king. And that’s what this game is all about.

I wanted to get his take on Nakoruru. NerdJosh’s most associated character got lots of people talking with her (seemingly) safe specials and her (very) invincible reversal. Despite how overwhelmingly strong she seemed, hers was not the tech that won. Is she just smoke and mirrors?

VI: Everyone’s been asking for her for a long time in the KOF series. They finally got her, and she’s good. She’s a great character. She’s only going to get better. I think right now everyone is looking at the big picture when they play as her. She’s going to have a lot of people playing her, and the more people that do, the better the tech will be with her. And that’s every character, not just her.

CS: So you actually think her stock will raise?

VI: Yes.

He answered confidently. There was something about how definitively he dismissed what we already knew about the character, that really showed the level he is already playing on. What made everyone else afraid, he saw as just simple early meta. And perhaps, rightfully so.

And what about his own bird-killing team? It was a team comprised not from the most popular characters, but made up almost entirely of his KOFXIII veterans. Almost. I had to know: are we going to see Vicio select Vice again? Vicio is–if you were curious–Vice in spanish. The absence of his namesake was surprising.

VI: Leona will never change. Mature, I’m feeling she’s really strong. They happen to be really good in this system. I feel pretty inclined to keep playing them for sure. I might pick up Vice on the way, but I don’t feel at home with her yet. I’d like to go back to my original team. If I don’t pick up Vice, I will probably go to Angel.

The inspiration may have been from one of his Top 8 matches:

VI: This weekend I played against Alekxkash. He has a terrific Angel. I can tell she can do some really nice mixups. She’ll probably be a character that will be easy to reset people. She has a guard break with one of her EX starters! I’m going to study her some more and see if I pick her up. And if I do, it’ll be Leona, Mature, and Angel… tentatively.

By now I knew he was probably eager to get back to playing casuals in XIV. Not wanting to keep him, I figured I’d ask one more question:

CS: Why KOF? What brought you to this series, and kept you here in the competitive scene?

VI: You have to realize, I used to play Fatal Fury… when it came out.

[I laughed. We were going way back.]

CS: Whoa, This is really a part of you.

VI: Exactly. Back in the early 90s. When I was a kid, you know, I’m reaching up and over the cabinet to get to the sticks. And then KOF 94 came out and it blew me away. “Oh my god! The Art of Fighting Characters!” As I was playing the game, I was just really hype. I remember the intro. I remember everything about the very first time I saw it. Nothing can replace it.

CS: Maybe we’ll see a KOF 94 cabinet someday at UFO?

VI: That would be incredible!

CS: A whole new KOF 94 scene.

VI: KOF 94 has so much more to offer. Even now people are finding new combos, incredible combos. Like, how can you pull off stuff like that with systems from back in those days?!

[He pulled himself out of his nostalgia for a bit. He nodded, paused, then revealed the real role Arcade UFO had in his life.]

VI: That’s what brought me in personally, though. The competitive side is.. I got to Austin. I felt I was good at KOF. I felt like, if anyone was going to challenge me, I was going to beat them because I used to train in Mexico a whole bunch. That wasn’t the case! There were good players here. And I saw that they were really, really serious about the game… especially KOFXIII.

[He paused for a bit, nodding to himself. ]

VI: It was insane the level some of the players had. Fubarduck, for example. And I saw I was lacking in a lot of things. I went to a local tournament and got bopped really bad. I was like “Okay… I better start grinding, training, going to the lab.” And I HATE that. I don’t like doing that. I hate the lab. I just want to play people and get experience playing. I don’t want to just sit in a room by myself.

While Vicio explained his “upbringing” in the FGC, I thought about how there are so many different types of players in the world. There is not really a one size fits all solution to fighting games. No P90X for execution. And I think the reason why is because everyone has to find out what their best is. Ben is never going to play a slow, methodical grind, and I don’t think most tutorial videos are going to tell you ‘you know, just got nuts. Try throwing supers at crouch animations.’

Ben beamed the entire time he played, talked, and thought about KOF. You can’t learn any of that. That sort of love for the game is in your heart. In my time, I have heard players say there’s a difference between playing competitively and playing for fun. After talking with him that Sunday, I can say confidently: They haven’t met Vicio. That man has found a way to do both.

Image Source: Salty Mayhem 

Add Some Muscle Power to Your Bookshelf! Gief’s Gym Is Coming in Paperback

Good news for collectors of fighting game-related books: after a successful run of sales over on Kindle, reddit user Joe_Munday has pooled some funds to actually release a physical version of Gief’s Gym. Acting as an extensive guide to Street Fighter V, walking players through the very basics of combat–like how to anti-air correctly–to more advanced elements–like how to meaty someone’s wakeup–and even the tricky subject of how to select a main.

Gief’s Gym is available on Amazon in English, with a Russian version on the way in the near future–it’s only right for Zangief! If you are looking for a possible Christmas gift for someone trying to get into fighting games, or are attempting to up your own game, definitely give Gief’s Gym a look; it’s fantastic to have all of the separate lessons in one package. It would be a great combo with Daigo’s book for the ultimate guide to becoming a Street Fighter master.

Sources: r/StreetFighter; Amazon.com

Drift and Slice Through the Opposition, with This Advanced Super Smash Bros. Melee Guide to Aerial Drift and Fastfalling

Picking your spots and angles of approach is vital to scoring a hit in high-level Melee. Mixing up your aerial drift and fastfalling at specific points can be the difference between starting that massive combo or getting smacked for big damage. To outline just how important varying up your fastfalls can be, Kira from SSBM Tutorials has highlighted some footage of C9|Mango’s Marth and how he uses aerial drift and fastfall mixups to bait out opponents and land safe damage.

Using these clips, Kira can show how Mango can outspace and condition opponents to changing up his aerial drifts and choices when to fastfall or not. It’s a great display of how knowing and actively swapping between aerial approaches can keep your opponent on edge and make sure you can account for any of their defensive options.

Source: SSBM Tutorials

First Patch for The King of Fighters XIV Released: Addresses Netcode Issues

While SNK Playmore’s new title The King of Fighters XIV has received rave reviews, there were still issues with the product upon launch. Most people noticed that the netcode was hit or miss, with some connections–including low ping connections–having slowdown issues. While SNK Playmore has been notorious for releasing games from their fighting game library with lackluster netcode in the past–Garou: Mark of the Wolves and The King of Fighters XII in particular coming to mind–they seem to be intent on righting the ship this time with KOFXIV.

A new patch was just released for the game. The patch is aimed directly at fixing “connection slowdown issues in online Ranked Match and Free Match modes,” as well as “minor bug” fixes.

With this patch hot off the presses, it remains unclear how well this addresses issues with the netcode, but it should certainly be a step in the right direction. The next time you load The King of Fighters XIV on your PS4, you should find this patch waiting for you. If the netcode issues were keeping you away from the game before, it may be worth exploring now.

Source: yoan PNL (Twitter)

The Crossover That Never Was: CFN Portal Looks to Capcom Fighting All-Stars for Its Next Batch of Street Fighter V Profile Art

In 2003, fresh off the success of their numerous crossover games, Capcom was looking inwards at its own properties for its next crossover hit. Their idea was to combine characters from their existing franchises, Rival Schools-style 3D gameplay, some fresh new mechanics, and some stellar art from former SNK artist Senri Kita to create Capcom Fighting All-Stars: Code Holder. Sadly, negative reaction during location tests as well as the shrinking arcade market caused them to cancel the game–and, in its place, rush out the ill-fated Capcom Fighting Jam.

While it was never released, Capcom Fighting All-Stars is nonetheless not forgotten, as the CFN Portal has released a series of blog articles focusing on the three protagonists meant for the game: D.D., Rook, and Ingrid. Alongside their profiles, Capcom has put out new art of these characters in the same style as their previous Street Fighter V concepts.

You can check these out alongside some older Capcom Fighting All-Stars promotional art in the gallery below.

D.D.
Rook
Ingrid
CFAS_poster_01
CFAS_poster_02
CFAS_poster_03
CFAS_promotional_01
CFAS_promotional_02
CFAS_promotional_03
CFAS_promotional_04

As for whether this means that Capcom is considering these characters for future Street Fighter V content (especially Ingrid, who has played a role in Street Fighter’s overarching plot), we don’t know. That said, at the very least, it’s nice to see that Capcom hasn’t forgotten this piece of their history.

Source: CFN Portal

Check Out These Turbo-Charged Combo Challenges for Super Smash Bros. for Wii U

One thing that Super Smash Bros. for Wii U really lacks is a decent tutorial mode. Unlike many other fighting games, it lacks a proper in-depth suite of training options or combo trials to practice with your selected characters. Well, thanks to the recent explosion in mods for Smash 4, someone has made their own interpretation of a Smash combo gym.

Taking advantages of the Turbo mode mod, which allows any attack to be cancelled into any other attack, Shoyoumomo has crafted an intense set of combo challenges for Ryu. The combos look like something out of Marvel vs. Capcom rather than Smash, with these challenges having Ryu juggle opponents right up to the top of the screen. Hopefully, Shoyoumomo plans to make more of these challenges, as they show just how frantic Smash can be if Turbo Mode was standard for competitive play.

Source: Shoyoumomo

Trouble with Axl Low in Guilty Gear Xrd -REVELATOR-? Here Are Tips on How to Counter Him

Match-up knowledge is a great asset for any player in a fighting game, and when it comes to Guilty Gear Xrd -REVELATOR- mainstay Axl Low, it’s a key tool to increasing the odds. At first look, he seems like an unfair character. The time-traveling Brit doesn’t stop at having full-screen normals and specials; his arsenal includes a number of strong reversal attacks, an unblockable, and more.

Reddit user Satsuasdfg has been compiling “Counter Strategy” guides that explain characters’ tools and ways to deal with them. While they strongly recommend finding out specific punishes your main can use, they offer general tips on most of Axl’s repertoire.

For example, make sure to come up with a big punish on Axl’s dragon punch move, Benten. Since it doesn’t make Axl jump or move up closer, it’s sometimes difficult to step in for a bigger combo. As for Rensen, the green chain move with two follow-ups, air-dash YRC is a good way to beat out his options. Sol’s Bandit Bringer works great against it, and since the move has fairly long recovery, characters like Sin or Johnny can punish it fast with their own special moves.

View Satsuasdfg’s full Axl Counter Strategy on Reddit, and also read up on countering Sol Badguy and Venom.

Source: /r/Guilty Gear