Super Steam Xrd Exhibition League: doren2k squares up with Mynus, Gekioh and DaveO duke it out

A new week means it’s time for a new Super Steam Xrd Exhibition League match. As the League is now into its fourth week, a different set of challengers awaits. The Daredevils face each other in first-to-seven sets, while commentary will be provided by Sway and wne–with the latter having competed last week on the stream.

Here’s a breakdown of the participants:

Mynus

ggxrd-guiltygear-xrd-sign-i-no

On the match: “Meta-wise, I feel I-no wins the matchup solidly solely based on things that Jam can’t control. Many of I-no’s countermeasures against her involve low profiling many of her moves ie. (6H, Puffball, f.S, etc.) with Stroke the Big Tree. The ability of I-no to low profile her Dragon Punch makes the rock-paper-scissors of avoiding her parry in her favor if I choose to go for note-less okizeme.

“That being said, once Jam gets started, frame traps, oki, and the ability to just go crazy sometimes is a situation I definitely have to avoid. I-no lacks defensive options outside of super, so staying mobile, countering in neutral against her approach and being relentless on offense is important to avoid someone like doren’s Jam getting started. Lastly, in this matchup, I-no needs to be conscious of wake-up parry on oki, so using note or lows on her wakeup is important to avoid that move altogether. I-no needs to treat Parry like Blitz, except for the fact that she cannot option-select parry with Vertical Chemical Love YRC like she can with Blitz Shield.”

On his opponent: “doren is a player of pure aggression! He looks to take control of every scramble situation, and anytime you might slip in neutral–he’s already taking advantage of your hesitation. Recently, doren has been making waves in multiple tournament top 8’s, showing everyone why he is the strongest Jam in the U.S. Being able to show your personality and skill through the character you play and be considered the standard of that play in peoples minds is something I respect in someone immensely.

“My main approach in this set is to set the tone that I won’t let him get away with anything sloppy in neutral or pressure, be as unpredictable on offense as possible, and don’t press too hard when on defense. If I can knock him down first, I feel that on pure momentum and mix-up alone, I can frustrate anyone to the point of total despair. In Xrd, doren and I have only met once in tournament; at Final Round 19. I put him in losers early in top 32, but he ended up beating me in the runback in top 8, and I was left with a very salty 7th place. It would be great to play him in tournament again; and hopefully that can happen this weekend at Super TSB, but for now I look to get a bit of revenge in this long set!”

On his own playstyle: “I would describe my gameplay style in Xrd as “Reactive Aggression.” I look to always stay mobile, use ALL of I-no’s movement options (which is necessary as she is actually limited by her hoverdash being a double-edged sword in neutral), counter sloppy approaches and slips in the opponents neutral, and finally, borderline unseeable mixups on offense once I score a knockdown. I-no isn’t actually a rushdown character in my opinion, she is more so of a far-mid to long range character with tools to score knockdowns to finally oppress her opponent. This is why I try to play as clean neutral as possible, and from what I’ve seen from other U.S. and Japanese I-nos, I play a lot faster than almost all of them.

“I-no’s mix-up and okizeme is one of the strongest in the game, and many of her options are unseeable to the point where actual, viable countermeasures on defense are for the opponent to take risks mashing or jumping out of mixup/pressure in order to avoid getting mixed-up to death. I actualy tell people this all the time: “defending against I-no doesn’t exist.” I originally am an MvC2 player, so I tend to play I-no as “Magneto” or “Storm” in a similar manner; there’s a certain satisfaction of making someone feel hopeless on defense, and so I always look to implement advanced movement and mix-up tactics.

“This past year, I feel I truly cemented that my play style is effective, being one of only 5 US players to make top 32 in Evo 2016. I also had the awesome opportunity to rep the U.S. alongside PG|MarlinPie at Toushinsai at Arc Revo in October and was able to show my strength as a player in general (not just with I-no) in some of the strongest Japanese arcades in Tokyo and Osaka. I know that I still have a lot of work to do to improve as a player and grow, so I truly look forward to a hard working 2017!”

doren2k

ggxrd-revelator-jam

On the match: “My thoughts on the I-no match with Jam, I think it’s about even, honestly. Jam has to, of course, get through all of the Chemical Loves and Notes but when she finally gets in, I-no really has nothing that can keep Jam off except her reversal super. So I’m just gonna try my best to maneuver around whatever Mynus throws at me so I can get in and try to kill him while I have the chance. Cause nobody wants to block I-no or attempt to block I-no, you know :joy:.”

On his opponent: “Mynus has been playing Guilty Gear for a long time, I’m pretty sure longer than me. The first time I played Mynus I’m pretty sure was at NEC 2007, Jam vs I-no in a 3v3 team tournament 10 years ago :joy:. He’s very smart and really knowledgeable with his character. Easily the best I-no in the US.”

On his own playstyle: “I like to focus on movement a lot definitely with Jam because she is easily one of the fastest characters in the game, but she also struggles in neutral. So I think to be really good with the character your movement has to be on point. And I also work on confirms a lot because of how fast I play. The character has to make sure you can get max damage or close to it from every random hit. And oh yeah, of course, charge Ryujin :eyes::eyes:–full-screen YOLO.”

DaveO

ggxrd-revelator-sol-portrait

On the match: “I’m excited to play the matchup. I don’t have too much experience in it, but I’ve played it enough to have at least a basic idea. It’s an interesting one, in that the characters are designed to do the opposite things as each other, so a lot of rounds can end up really one-sided when one player gets momentum, though with Axl having a Dragon Punch in Xrd makes things a little different. I’m just hoping not to lose to a combination of myself and Sparrowhawk Stance.”

On his opponent: “I played Gekioh for the first time at Frosty Faustings a few years ago (Xrd SIGN 1.1, I think). I beat him pretty handily, though I was using Slayer at the time. I played him a bunch at Combo Breaker last year and he had gotten a lot better and did smarter things overall, and we had a lot of interesting games. I haven’t seen him play since then (unless I’m misremembering), but I’m assuming he’s gotten better since then, so I’m hoping we have a real good set for people to watch.”

On his own playstyle: “The easiest way to distil the way I like to play and think about games is to play the simplest way possible that is still good. I tend not to play characters like Ramlethal or Zato=1, and play characters like Slayer, Sol. I like to play with footsies, reactions, conditioning. Having good setups and lots of layers is fine, but I try to keep it not too convoluted or complex. I like characters that focus on frame traps or grab mixups rather than high/low/left/right, etc.”

Gekioh

ggxrd-revelator-axl-portrait

On the match:  “In general, I find the Sol match-up to be 5-5, leaning toward 6-4 in Axl’s favor, if you can keep Sol out, you can shut down most of his hard pressuring options. It’s when Sol gets a hard knockdown or a corner carry Axl really doesn’t have many tools to retain his neutral game. Axl’s main goal in this matchup is to zone, wait, go in on whiffed attacks with long recovery, and generally frustrate him until he jumps in or does something stupid. I hope that I can adapt to my opponent’s options and find a rhythm to counter and react to different situations. And not get Wild Thrown!”

On his opponent: “I’ve gotten in some decent sets with DaveO at the last couple majors (Frosty Faustings IX, CEOtaku ’16, Combo Breaker). Great guy to have some games with, and he’s a very strong opponent that I have to be very careful about maintaining my neutral game with a lot of movement, not pressing buttons when I shouldn’t. Also to not get Wild Thrown…. He Wild Throws a lot.”

On his own playstyle: “My training partner, Kizzercrate said it best: a mixture of Japanese “wall keep away” and American rushdown with some homebrew tricks that I learned on the way. I want my opponent to feel as though it’s never safe to tech after a knockdown or jump in carelessly. Neutral is where I shine, and I use all movement and low profile options to try and make sure I keep myself in an advantageous position, as standing still will more than often not get you killed, when every button you have is usually at a frame disadvantage.”

Gekioh and DaveO’s FT7 is first, followed by Mynus and doren2k. The show is tomorrow, Thursday, at 10:00 PM EST/9:00 PM CST/7:00 PM PST. As usual, it will be on silva_hime’s Twitch channel.

Last time, KidViper fought daymendou in a rematch, while Kizzercrate faced off against wne. Check out the recorded results in the clip below:

Sources: Mdesilva; interviews

Get an extended look at Firestorm in this introductory Injustice 2 trailer

While we got a brief glimpse of the fiery hero Firestorm during his reveal over on UpUpDownDown, NetherRealm Studios have now released a proper introductory trailer for this atom-smashing fighter. While first impressions made it seem like this Firestorm was Jax Jefferson, he is actually based off the second Firestorm from the comics: Jason Rusch, fused with the scientist Martin Stein.

This trailer gives us a better look at Firestorm’s long range fighting style, using various flame blasts and fireballs to keep his opponent at range. One of his moves binds opponents to the floor with red hot magma, where Firestorm can then pop them up in the air for a lengthened juggle, or teleport behind to start a grounded combo. NetherRealm seem to have been taking some inspiration from Killer Instinct, as Firestorm’s aerial dash is similar to Cinder’s Trailblazer, while his triple flame beam functions a lot like Kilgore’s Chain Gun Barrage.

We also get a glimpse of a new Batcave stage in the trailer, with one of the screen transitions having players knocked into a Gotham City sewer where they are set upon by one angry Killer Croc (I guess that rules him out as a playable character). Green Arrow also makes a brief appearance at the very beginning of the trailer, before being quickly lit on fire.

Source: Injustice

Ryuji Yamazaki throws down as the second DLC character for The King of Fighters XIV

Following the announcement of Whip earlier this month, Atlus and SNK have now revealed that psychopathic gangster Ryuji Yamazaki will be joining The King of Fighters XIV as its second DLC character. First introduced in Fatal Fury 3, Yamazaki fights like a man possessed: using his self-taught fighting style, elongated arms, and explosive headbutts to dominate his opponent.

As someone with no restraint, Yamazaki’s supers are quite unhinged to say the least. One of them has him picking up random objects from the stage scenery–including giant fake sharks–and belting his opponent over the head with them. Combine that with his blood-based projectiles, and you have one crazy fighter. With Whip becoming available April 5th, Yamazaki shouldn’t be that far behind–along with the next DLC fighter for SNK’s fighting franchise.

Source: AtlusUSA

Final Round 20’s Guilty Gear Xrd -REVELATOR- top 8 and Grand Finals highlights

Final Round 20 finished this weekend in Atlanta, GA, providing thrilling Guilty Gear Xrd -REVELATOR- action from top US and foreign players. Once again, similarly to Frosty Faustings IX, Japanese Guilty Gear and BlazBlue players made it out to the tournament, showing America their mastery over the Arc System Works air-dasher.

First up, there’s top 8, which included two Ravens (CO|Dogura and GGP|Kazunoko) and two Millia Rage users (CO|GO1 and DBJoseph). A particular highlight comes from Doren2k, who uses Jam Kuradoberi. Despite losing to Dogura at the beginning of top 8, the American player climbs up the ladder by stepping on the Japanese Millia, GO1, all the way to the top three. Check out that match starting around 1:14:00 in the clip below. The end includes the Grand Finals matches.

Kazunoko faces off against Dogura, and in pretty typical fashion, Dogura goes with Sin Kiske at first to get out of the Losers side. He manages to reset the bracket and turn the tables. As Kazunoko starts to dominate in the Grand Finals, getting 2-0, Dogura switches to Raven for a mirror match. View just the sets between the two in the separate clip below:

Here are the final results of the tournament, and don’t forget to view our Final Round 20 results page to see what happened in other games as well.

1. CO|Dogura (Raven, Sin Kiske)
2. GGP|Kazunoko (Raven)
3. doren2k (Jam Kuradoberi)
4. CO|GO1 (Millia Rage)
5. DBJoseph (Millia Rage)
5. PG|MarlinPie (Zato-1)
7. zenzen (Ky Kiske)
7. dot_Nova (Jack-O’)

Source: FunkyP Presents

The Umebura TO team release details on the upcoming Umebura Japan Major for Super Smash Bros. for Wii U

With Japan’s Smash 4 skill level growing ever higher, the TO team behind the Umebura series have just announced the Umebura Japan Major, running from May 6th-7th. Based in Ota City in Tokyo, this Smash 4 major will have both doubles and singles events, with a participant cap of around 670 people.

Do not fret English-speaking Smash 4 fans, as Umebura Major will be streamed in English by the crew over at MVG League. With the recent release of the Smash 4 Japan Rankings which placed Kanto at the top of the table, expect players from rival regions descending on Tokyo to strike back against the top dogs.

Sources: Umebura; MVG|Vayseth

Guilty Gear Xrd REV 2 to have a third and final location test

The Japanese Arc System Works account dropped an announcement recently regarding Guilty Gear Xrd REV 2. The upcoming revision to Xrd -REVELATOR- will have one more location test. As usual, the aim is to introduce a number of changes to the cast and some system modifications and to have players playtest the new version.

This time, starting from March 16th in Japan, the testing will take an entire week. Taking footage and photos is forbidden, though occasional media has slipped through the cracks. However, we can probably expect a full list of changes–as Arc System Works has provided official patch notes before in Japanese.

According to Tokkan, this will be the last location test for the game.

Additionally, according to BjornSonOfBear, a Korean event called PlayStation Arena will have a playable preview version of REV 2, this weekend.

Stay tuned to SRK as we get our hands on the changes coming to Guilty Gear Xrd. Refer to our location test patch notes translation to find out what happened in the previous one.

REV 2 is on track to release in Japan on May 25th for the PlayStation 3 and 4, as both a stand-alone game and a DLC upgrade for -REVELATOR-.

Sources: Arc System Works official site; @AMurderOfBears; @tokkanram

Guilty Gear Xrd REV 2 to have a third and final location test

The Japanese Arc System Works account dropped an announcement recently regarding Guilty Gear Xrd REV 2. The upcoming revision to Xrd -REVELATOR- will have one more location test. As usual, the aim is to introduce a number of changes to the cast and some system modifications and to have players playtest the new version.

This time, starting from March 16th in Japan, the testing will take an entire week. Taking footage and photos is forbidden, though occasional media has slipped through the cracks. However, we can probably expect a full list of changes–as Arc System Works has provided official patch notes before in Japanese.

According to Tokkan, this will be the last location test for the game.

Additionally, according to BjornSonOfBear, a Korean event called PlayStation Arena will have a playable preview version of REV 2, this weekend.

Stay tuned to SRK as we get our hands on the changes coming to Guilty Gear Xrd. Refer to our location test patch notes translation to find out what happened in the previous one.

REV 2 is on track to release in Japan on May 25th for the PlayStation 3 and 4, as both a stand-alone game and a DLC upgrade for -REVELATOR-.

Sources: Arc System Works official site; @AMurderOfBears; @tokkanram

The PlayStation 4 version of Ultimate Marvel vs. Capcom 3 has an extra frame of input lag

One of the big talking points within the Ultimate Marvel vs. Capcom 3 community is whether the PlayStation 4 version–the one that many a TO has been using as the tournament standard since December–has more input lag compared to the old Xbox 360 version. To find out, DisplayLag ran tests on both versions, as well as the Xbox One version, to see if that really was the case.

The tests–the results of which you can see in the video below–ran on the latest updated versions of the game on all three consoles, and were conducted using the same controller using a Brook Universal Fighting Board, on the same ASUS VG245H monitor. The latter helps ensure that any measured lag isn’t due to the hardware being used.

The results are pretty shocking to say the least. While both Xbox 360 and Xbox One versions clock in at around 5 frames of input lag (rounded up from 4.6 on the Xbox 360 and 4.8 on the Xbox One), the PlayStation 4 version seemingly has an extra frame of delay at about 6 frames. This means that the current tournament standard in use in most events is actually slower than the old standard.

The question now then is how both Capcom and the community handle this moving forward. Will the delay be addressed in a future patch, or will the community be forced to switch standards once again? Additionally, there’s still the question of the PC version, which wasn’t tested here.

Source: DisplayLag

Street Fighter V Season 2 balance patch coming for late April 2017, incoming changes detailed

Shoryuken invincibility restored, among the other changes described in the upcoming patch’s notes.

A second pass over Season 2’s balance changes for Street Fighter V was promised a while back–it was expected we’d see it in play before the Capcom Pro Tour started up for 2017, and while it’s a bit too late for that we can now expect to see the results of Capcom’s rebalancing re-evaluation by “the end of April.”

After taking into account their own observations, their intentions for Season 2, and community feedback, a significant number of changes can be expected for Street Fighter V when this new patch drops. Here’s a rundown of some overall adjustments from Capcom-Unity’s blog:

  • V-Reversal input delay on crouching block has been shortened by 1F.
    Developer Comments: When the V-Reversal command was input from a crouch block, it took one frame longer to activate than when standing. This change makes it so that once a V-Reversal is input, whether a character is standing or crouching, it activates at the same time.
  • It is no longer possible to escape throws while inputting up during the throw escape.
    Developer Comments: Correctly guessing an opponent’s next move is one of the hallmarks of Street Fighter. Option selects, which allow multiple options to be covered with overlapping commands, directly conflict with this idea, as the guesswork is removed, leading to a positive result quite frequently. This low risk, high reward scenario can be frustrating to fight as it seems that the opponent is always guessing right. One such option select in Street Fighter V is the “jump back, throw select” in which the back jump command is input simultaneously with the throw input. This allows a player to cover two options on wake-up. If the opponent attempts a throw, they’ll tech it. If not, the player will jump away and reset the spacing between characters, all with very minimal risk. With the new change introduced here, players will now have to make the proper read against their opponent to get the desired result, resulting in much more interesting matches.
  • The number of frames necessary to complete charging for a charge move has been increased from 6F to 10F.
    Developer Comments: The initial change, where we reduced the total number of frames needed to perform a charge move, was made to keep unintentional attacks from coming out. Unfortunately this has made those same charge moves all that much harder to pull off. To fix this, we’ve increased the number of frames needed to perform a charge move, but have still kept that number of frames lower than Season 1. We think that this will ensure that the charge moves will come out much more reliably, while feeling that much easier to perform.
  • Invincible “Shoryuken” Attacks–Shoryuken type attacks have seen a change across the board. The changes are as follows below:
    • L Shoryuken attacks – maintain throw invincibility
    • M Shoryuken attacks – added airborne invincibility
    • H Shoryuken attacks – added attack and projectile invincibility
    This change affects Ryu, Ken, Akuma, Cammy, and Juri.

    Developer Comments: Invincibility on Shoryuken attacks has been a polarizing topic. For players who learned how to use these attacks in Season 1 as an anti-air or counter attack, this change has severely affected their success with their favorite character. Conversely, those who have had to fight against these attacks, completely praise the changes as they felt meterless reversals were far too strong. After analyzing player data, we felt that the change to invincible Shoryuken attacks resulted in a risk/reward ratio that has become risk intensive, yet yields little reward. Additionally, as Shoryuken attacks now occasionally trade with jump-in attacks, players who use characters with Shoryuken attacks are no longer confident in using this attack as an anti-air as intended. We feel that with the changes made to Shoryuken attacks, the attack now yields the right risk versus reward. Players who utilize these attacks will still have to exercise proper timing and a bit more decision-making to be effective, but now they will be rewarded accordingly. For the opponent fighting against these Shoryuken attacks, they will have to exercise a little more caution, but shouldn’t feel as frustrated as they did in Season 1.

In addition to these changes, extensive adjustments to individual aspects of each of the cast members are described in detail on the full patch notes post on Capcom-Unity; best go have a look to see what’s changing about your main–for better or worse–and start getting ready for Season 2 “redux.” The patch notes also detail the official list of bug fixes that were made to the game when Kolin was introduced on February 28.

Source: Capcom-Unity

Daigo Umehara and Justin Wong to face off in Street Fighter V and Marvel vs. Capcom 3 this Thursday

The rivalry between Echo Fox|Justin Wong and Twitch.Hx.CYG BST|Daigo Umehara is arguably one of the most well-known in gaming. While it doesn’t heat up like other rivalries, encounters between these two players in any game tend to lead to amazing matches.

This Thursday at 3:15 PM PDT, the rivalry heats up again as Daigo and Justin face off once more to help promote the launch of Marvel’s Iron Fist series on Netflix. The interesting thing about this exhibition is the games that they’ll be playing. While Street Fighter V should come as no surprise, the announcement on Daigo’s twitter also states that they’ll be facing off in Marvel vs. Capcom 3.

Now, while it can be assumed that he means Ultimate Marvel vs. Capcom 3, which is the most current version of the game, and the one that runs on PlayStation 4, the same console as Street Fighter V–it could be possible that they actually are playing the older Marvel vs. Capcom 3. Daigo did compete in MvC3 after all, with the team of Wolverine, Dante, and Haggar–using the synergy between the two so called “best friends” Wolverine and Dante, while also abusing Haggar’s lariat assist. The older game may also allow for a more even playing field as Justin is more familiar with the Ultimate version (which he won at Evo in 2012). That said: since this is for the Iron Fist launch on Netflix, Justin could simply use his Iron Fist team against Daigo if they do play Ultimate.

Source: Daigo Umehara (Twitter)

Photo c/o Evo